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How can I optimize shader performance for dynamic lighting in a mixed reality app?
Asked on Feb 18, 2026
Answer
Optimizing shader performance for dynamic lighting in a mixed reality app involves balancing visual fidelity with computational efficiency to maintain a smooth user experience. This can be achieved by using techniques such as shader level of detail (LOD), efficient use of lighting calculations, and leveraging platform-specific optimizations available in Unity or Unreal Engine.
<!-- BEGIN COPY / PASTE -->
// Example: Unity Shader Optimization for Dynamic Lighting
Shader "Custom/OptimizedDynamicLighting" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float3 normal : TEXCOORD0;
};
float4 _Color;
v2f vert (appdata_t v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = UnityObjectToWorldNormal(v.normal);
return o;
}
half4 frag (v2f i) : SV_Target {
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
float diff = max(0, dot(i.normal, lightDir));
return half4(_Color.rgb * diff, _Color.a);
}
ENDCG
}
}
}
<!-- END COPY / PASTE -->Additional Comment:
- Use shader LOD to adjust complexity based on device capability and distance from the camera.
- Minimize the number of dynamic lights and prefer baked lighting where possible.
- Utilize platform-specific optimizations like Vulkan or Metal for better performance.
- Profile your shaders using tools like Unity's Frame Debugger or Unreal's Shader Complexity view.
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