Search Issue Tracker
Won't Fix
Votes
0
Found in
5.2.0f2
Issue ID
722999
Regression
Yes
[SurfaceShader] LightToTangent space optimization got lost in 5.0, GPU rendering slower than with Unity 4.6
How to reproduce:
1. Open attached project in 4.6
2. Build to iOS and run
- Note the frame time in the FPS debug window in Xcode
3. Open project in the latest version of Unity
4. Build to iOS and run
- Note how the frame time is 50 to 90 percent larger than in 4.6
By Design:
- One of the reasons of the performance drop is caused by the way Surface Shaders are compiled in 5.0.
- Light calculations are now always performed in world space, allowing non-uniformly scaled objects to be rendered correctly. That results in additional shader operations in the pixel shader.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Fixing Message Loss in UMPE During Domain Reload
- The Editor freezes when ScheduleReadOnly of IJobParallelForTransform with dependency is used
- Text is truncated in the Inspector when the display scale is set to 150%
- CancellationTokenSource(<timeout>) has incorrect cancellation status when used in WebGL Player
- VFX property value names are cut off when properties with 'Arc' are viewed in the VFX Blackboard
Add comment