The document discusses the Unity rendering pipeline and provides tips for optimizing shaders and rendering in Unity. Some key points:
- The Unity rendering pipeline is very flexible but can be difficult to configure for specific needs and targets.
- Built-in shaders are good for standard lighting models but not for stylized games or maximum performance. Custom shaders may be faster.
- Shader combinations allow using keywords to control shader variants. Material keywords make this configurable per object.
- Lit shader replacement and tags allow swapping shaders at runtime while keeping material properties.
- DX11 features like tessellation, random writes, and volume textures provide more flexibility but require custom shaders.