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R1PFake
7 years agoProtege
Which Unity shader should be used instead of "Standard"?
I checked the Android Development guide and the "Best Practices" section mentions "Avoid use of Standard shader or Standard Specular shader."
Which other (default) shader can/should be used instead for good performance on the Quest?
Link to the guide: https://developer.oculus.com/documentation/unity/latest/concepts/unity-mobile-performance-intro/
Which other (default) shader can/should be used instead for good performance on the Quest?
Link to the guide: https://developer.oculus.com/documentation/unity/latest/concepts/unity-mobile-performance-intro/
2 Replies
- Geist2501ExplorerI would suggest to write custom shaders for what you need. But i think you would not ask if that was an option for you.Depending on what you need you should start with the Mobile ones, if those fulfill our needs -Think about your desired graphic/art style and see if "mobile/vertex lit" does the trick - if not check the "diffuse" one and the rest of the mobile ones - next look at the "legacy" categories.If you can get what you want with vertex lights, don't forget to change your rendering path to that as well.
- Realform_StudioProtege
Maybe this answer is coming late but, im pretty sure if you attach your development to URP shaders and mobile ones as the other pal mentioned then you will be fine, also with the new tools for shader development you will be thriving on this topic
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@8.2/manual/writing-custom-shaders-urp.html
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