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Mega runtime Performance tips thread (unity & HDRP) - Guide to better runtime unity performance
This is HDRP focused, with a focus on HDRP specific optimizations. Like shadow caching. Most tips on here apply to all render pipelines though. I’ll start with some of the obvious. - CPU: Drawcalls/batches, SRP batcher makes it so materials/setpass calls less expensive, but they’re still eating performance. Even in the old Render Pipeline ...
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