Publisher | Barking Mouse Studio |
---|---|
File size | 41.09MB |
Number of files | 33 |
Latest version | 1.2.0 |
Latest release date | 2015-05-18 06:05:31 |
First release date | 2014-02-26 01:11:28 |
Supported Unity versions | 2018.4.2 or higher |
*** Requires Unity Pro ***
*** Advanced: requires you to modify all of your shaders***
*** Read all caveats below before purchasing***
Description:
Mobile Optimized Depth of Field is a recognizable optical effect to add an extra layer of realism to your next 2.5D or 3D mobile game. We provide a number of options to achieve the right look and feel while still maintaining a reasonable frame rate. Developed for the award-winning iOS/Android puzzle game Lost Toys
Features:
- Mobile optimised. Saves approx. 50% GPU vs. the same Unity Pro Image Effect.
- Foreground and background blur out of the box.
- Preview the effect in the editor without running your game on every tweak.
- Integrates with existing image effects, using the built-in Unity post-processing pipeline. (Too many will hinder your framerate.)
- Adjustable camera aperture.
- Adjustable blurriness (downsampling). (More blurriness will improve your framerate.)
- Aspect-ratio independent and smoothly handles screen resizes.
Example Scene Benchmarks:
iPad 3 (retina)
Mobile-optimized DoF:
30 FPS, 84% Utilization, 27.7ms Frame Time
Unity Pro Image Effects DoF:
17 FPS, 100% Utilization, 57.7ms Frame Time
Baseline:
30 FPS, 48% Utilization, 15.8ms Frame Time
Caveats:
No matter what, depth of field (or any post-process effect) will incur a performance hit on mobile, which are fill-rate constrained. 1st gen retina iPad 3's are particularly prone, which is why it was chosen as the benchmark device.
In order to achieve the performance necessary for real-time mobile depth-of-field you must modify all shaders in the scene that are expected to be out of focus or occlude focus. This package includes step-by-step instructions and helpers for making these changes and examples of their usage in a variety of shaders: Surface, Vertex-Fragment shaders, Terrain, Cutout-Transparency, Diffuse, Normal, Specular and Excluded.
ShaderLab shaders are not supported. This asset is dependent on vertex functions.
Only cutout-transparency is supported. Alpha blending isn't easily supported due to how the performance improvements work. Since alpha blending is expensive on mobile this should generally be avoided anyway.
Support
*** Advanced: requires you to modify all of your shaders***
*** Read all caveats below before purchasing***
Description:
Mobile Optimized Depth of Field is a recognizable optical effect to add an extra layer of realism to your next 2.5D or 3D mobile game. We provide a number of options to achieve the right look and feel while still maintaining a reasonable frame rate. Developed for the award-winning iOS/Android puzzle game Lost Toys
Features:
- Mobile optimised. Saves approx. 50% GPU vs. the same Unity Pro Image Effect.
- Foreground and background blur out of the box.
- Preview the effect in the editor without running your game on every tweak.
- Integrates with existing image effects, using the built-in Unity post-processing pipeline. (Too many will hinder your framerate.)
- Adjustable camera aperture.
- Adjustable blurriness (downsampling). (More blurriness will improve your framerate.)
- Aspect-ratio independent and smoothly handles screen resizes.
Example Scene Benchmarks:
iPad 3 (retina)
Mobile-optimized DoF:
30 FPS, 84% Utilization, 27.7ms Frame Time
Unity Pro Image Effects DoF:
17 FPS, 100% Utilization, 57.7ms Frame Time
Baseline:
30 FPS, 48% Utilization, 15.8ms Frame Time
Caveats:
No matter what, depth of field (or any post-process effect) will incur a performance hit on mobile, which are fill-rate constrained. 1st gen retina iPad 3's are particularly prone, which is why it was chosen as the benchmark device.
In order to achieve the performance necessary for real-time mobile depth-of-field you must modify all shaders in the scene that are expected to be out of focus or occlude focus. This package includes step-by-step instructions and helpers for making these changes and examples of their usage in a variety of shaders: Surface, Vertex-Fragment shaders, Terrain, Cutout-Transparency, Diffuse, Normal, Specular and Excluded.
ShaderLab shaders are not supported. This asset is dependent on vertex functions.
Only cutout-transparency is supported. Alpha blending isn't easily supported due to how the performance improvements work. Since alpha blending is expensive on mobile this should generally be avoided anyway.
Support