Hi.
I’m using VFX Graph on Unity 2021.3 and URP.
Here’s a tornado from a relatively far distance:
FPS is good, but when I get closer to it, it gets absolutely terrible:
I understand that it’s kind of related to the particles taking a large portion of the screen, so I can kind of avoid it by reducing the particle scale as I get closer, but this would totally ruin the look of the effect.
What can I do to keep it as fluid as when I’m far away from it?
Thank you
Can you check the profiler and send a screenshot of the hiarchy both from far away and close up
Turns out disabling “Cast shadows” fixed it. Since this tornado is an unlit graph, I don’t need it anyway…
I’m soon going to upgrade the system to a lit graph so I’ll see what I do then…
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Unlit meshes still can cast shadows. That means you have thousands of shadow casters, so that definitely will be heavy. You can better fake this with a mesh set to cast shadow only.
Making it lit will also make sure all the lighting calculations happen on all meshes, so I suggest not to do this haha