Optimization★ FeaturedSelective Bloom RendererFeature
−90% VFX FPSURP Bloom isolated per layer — RT memory reduced 90% + pixel processing reduced 35–40%
3D artist & Tech

Rendering, shader, VFX, and UI structure improvements on a mobile RTS project
This project summarizes Technical Art work done on a live-service mobile RTS game.
The focus was mobile unit shaders, a Custom Bloom RendererFeature, VFX overdraw optimization, effect-resource structure cleanup, Material Property Block-based color control, and UI Canvas structure improvements.
Rather than just cutting resources, the approach was to analyze rendering cost based on real battle scenes — where many units, effects, and UI render simultaneously — and reorganize for mobile while preserving visual quality and combat readability.
Given RTS characteristics (many repeated units, skill effects, team colors, and UI elements), the focus was on building shared shaders and shared material structures, and on cutting unnecessary texture / material / prefab duplication.
Each work item is organized by the original problem, analysis process, applied solution, and measured result.
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