Unity Platform

Vulkan Fragment Shading Rate Support

Apr 2, 2025
Under Consideration
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Summary

Fragment shading rate allows to vary the fragment/pixel shading rate on a per-draw call, primitive or pixel basis. This is traditionally used to optimize and increase GPU performance, by controlling the shading quality for certain elements or areas of the screen.

For example, in a racing game scenario, a developer might choose to increase the shading rate of the highly-detailed player vehicle and scenery. Meanwhile, the road around the vehicle may be heavily affected by motion blur, and can be shaded at a lower rate, increasing performance without a noticeable impact on visual fidelity.

Intended Outcome/Use Case

  • Fragment shading rate can be utilized across all supported platforms, in order to control the shading rate per draw call, primitive or pixel - in order to selectively reduce shading costs and improve GPU performance.
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