I’m not much mobile oriented Unity developer, I don’t have any iOS hardware to check it. As far as I know the shader compiles for GLES, even for ARB / OpenGL with some options turned off. I don’t exclude this target platform in my surface shader code, so it could work I guess. The problematic part could be using tex2Dgrad / tex2Dlod functions inside for better apperance on extruded edges (uv coords becomes uncontinuous when offseting them), but this can be turned off by commenting one line in shader code. This case shader won’t look that fine on inner edges, but the same time works much faster (ddx/ddy/tex2Dgrad are pretty heavy against regular tex2D).
I can’t say what’s the GPU power of iPad2 comparing to desktop machines. What I can say is that the simplest version of my shader with most options turned off needs about 30%-40% more power comparing to ParallaxBumpedSpecular shader on my PC (nVidia GT240). With the every option turned on it is up to 2-2,5 slower than mentioned reference shader. There are plenty of options adjustable, i.e. normal smoothing, ambient occlusion (for procedural relief only), detail maps, displacing UVs by texture, etc. I’ve decided to name my shader “fast”, because classic relief mapping is considerably slower in most cases. It’s, of course not that fast like, let’s say, bumped specular. No way. We need to compute exact ray hit position in tangent space, whether analytical or using texture look-ups.
As said most of my shaders will be faster than other relief mapping shaders. For example relaxed cone mapping takes a few initial steps to cross the surface (texture lookups + calculations needed), next it uses binary/secant search to finetune exact ray hit position which is at least another couple of texture operations on heightmap. Worse, if we like self shadowing, we have to do the same process back again, tracing ray from ray hit point to light source. It’s heavy, so I’m not surprised that only a very few AAA games (in UDK, Cry Engine, etc.) uses relief mapping extensively. It just costs much. When you have GPU like GTX580 it’s fine, but when you got old good nVidia 7600 it becomes impractical. That’s why GPU developers went into tessellation in DX11 for example.
Reassuming in comparation to ParallaxBumpedSpecular. If you can consider spending twice a GPU power on shaders and it’s fine for your target audience platforms, my shaders are definitely something for you :).
One more thing. To be precise, don’t expect that my shaders are replacement for generic relief algorithms. My extrusion works much faster but it’s special case shader. It can handle a subset of situations fast enough to compute more bells-and-whistles (self shadowing), but it’s not general solution like relief mapping.