Configure shader optimizations for Meta Quest
Configure additional shader optimizations to improve graphics performance on Meta Quest.
Read time 2 minutesLast updated 18 days ago
Configure additional shader optimizations to improve graphics performance on Meta Quest.
Unity automatically enables some shader optimizations for Meta Quest build targets to reduce GPU frame time, shader instruction count, and memory bandwidth, and to improve GPU occupancy. Unity also provides additional shader optimizations that you can configure in your project, as described in the following section.
Unity applies enabled optimizations to the Universal Render Pipeline’s (URP) prebuilt shaders (Lit, Simple Lit, Shader Graph nodes) and Scriptable Render Pipeline (SRP) library functions. If your project uses custom shaders that rely on SRP library functions, your custom shaders also inherit these optimization techniques for the Meta Quest platform.
Configurable shader optimizations
When you Configure the Meta Quest build profile, Unity automatically applies some shader optimizations to reduce GPU frame time. You can also configure the following additional shader optimizations in your project:
Optimization | Description |
|---|---|
| Skip shadow map lookups for backfacing surfaces | Skips shadow map lookups on surfaces that face away from the shadow-casting light. |
| Skip lighting calculations for backfacing pixels | Skips lighting calculations for pixel surfaces that face away from the shadow-casting light. |
| Light evaluations | When attenuation is |
| Forward light loop optimization | Enables a point-light-only forward light loop variant on Meta Quest for batches with no affecting spotlights. This reduces per-light shader work and improves GPU efficiency. |
| Light loop unroll | When a URP Asset has one additional light per object, shaders automatically unroll the light loop. This improves runtime performance but increases shader variant count and build times. Note: To enable this optimization, set the URP asset’s Per Object Limit to |
| Camera projection query | Optimizes camera projection query to streamline checks for whether the active camera uses perspective or orthographic projection. With this optimization, the camera projection type always resolves as perspective projection. Important: If your shaders use orthographic cameras, you must enable the To enable the |