To optimize the lights in your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary, avoid Unity using multiple render passes to render GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary, or doing too much work to render lighting. This reduces the number of the draw calls the CPU sends, and the number of vertices and pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary the GPU processes.
Do the following:
To avoid lighting GameObjects with multiple per-pixel lights, prioritize which lights provide per-pixel lighting based on which GameObjects they light.
For example, in a driving game, prioritize the car headlights as a per-pixel light, but deprioritize the rear lights and distant lampposts.
To decrease the number of per-pixel lights, do any of the following:
To increase the number of per-pixel lights, do any of the following:
To disable per-vertex and SH lights in a custom shaderA program that runs on the GPU. More info
See in Glossary, add the OnlyDirectional
tag to the Pass in your ShaderLabUnity’s language for defining the structure of Shader objects. More info
See in Glossary code. For more information, refer to Pass tags in ShaderLab reference.