Unreal Engine - Shader Optimization (Mobile)
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- Enable Fully rough
- Disable Lightmap Directionality
- Disable PreintegratedGF For Simple IBL
- Disable HIgh Quality Reflection
- Disable Planar Reflection
- Enable Mobile Separate Translucency
- Switch pixel shader/vertex shader computation when using tilling, panner UV, etc. via custom UV
- custom UV will switch computation from pixel shader panner to vertex shader
- Disable Tangent Space Normal
- Disable Decal Response (DBuffer) by select None
In ProgressProject Setting:
- Target Hardware -> Optimize project setting for -> Mobile / Tablet
- Rendering -> Enable Forward Shading
- Rendering -> Enable Instanced Stereo (VR?)
- Rendering -> Enable Mobile Multi-View (VR?)
- Rendering -> Disable Mobile HDR
- Windows -> Default RHI -> Default (OpenXR only)
- Rendering -> Enable Disable vertex fogging in mobile shaders
- Rendering -> Disable Occlusion Culling
- If you need occlusion culling for a detailed scene being rendered, it's recommended that you enable Support Software Occlusion Culling
- in Engine > Rendering. Unreal will do the work on the CPU and avoid GPU occlusion queries, which perform poorly on HoloLens 2)
- Occlusion culling on the mobile devices GPU is slow.
- Generally, you want the GPU to be primarily concerned with rendering. If you feel that occlusion will help performance, try enabling software occlusion instead
- If you need occlusion culling for a detailed scene being rendered, it's recommended that you enable Support Software Occlusion Culling
- Rendering -> Disable Custom Depth-Stencil Pass
- Rendering -> Maximum number of CSM cascades to render -> 1
The following settings may improve performance, but at the cost of disabling certain features. Only use these settings if you're sure you don't need the features in question. Rendering -> Max Movable Spotlights / Point Lights -> 0 - If your lights don't move independently of the camera, then you can safely set the property value to 0. The primary benefit is that it will allow Unreal to cull several shader permutations, speeding up shader compilation
https://docs.unrealengine.com/5.0/en-US/performance-guidelines-for-mobile-devices-in-unreal-engine/
Performance Guidelines for Mobile Devices
Optimizing content and features for mobile games.