Recommend vertex shading for particles in GPU optimization

This commit is contained in:
Hugo Locurcio
2020-10-12 20:54:17 +02:00
parent 6005362104
commit 77cdee2597
@@ -173,6 +173,8 @@ You can increase performance in a fill rate-limited project by reducing the
amount of work the GPU has to do. You can do this by simplifying the shader
(perhaps turn off expensive options if you are using a :ref:`StandardMaterial3D
<class_StandardMaterial3D>`), or reducing the number and size of textures used.
Also, when using non-unshaded particles, consider forcing vertex shading in
their material to decrease the shading cost.
**When targeting mobile devices, consider using the simplest possible shaders
you can reasonably afford to use.**