Performance Tips
intermediate performanceBeautify 3 (Built-in) · Troubleshooting & FAQ
Beautify 3 is designed for minimal performance overhead, but fine-tuning is important for mobile and lower-end hardware. Use these tips to maintain smooth framerates.
Optimization Tips
| Tip | Impact | How To |
|---|---|---|
| Use Best Performance mode | High | Set Quality to Best Performance in the inspector. Uses optimized shader with fewer instructions. |
| Disable unused Shader Options | High | Open Shader Options and uncheck features you don't use (Depth of Field, Sun Flares, etc.). Reduces shader complexity and build time. |
| Reduce Bloom blur iterations | Medium | Lower the Bloom > Blur value. Each iteration adds a full-screen pass. |
| Avoid Bloom Layer Mask | Medium | Layer-masked bloom requires an extra render pass. Only use it when truly needed. |
| Lower DoF sample count | Medium | Reduce Depth of Field > Sample Count or enable Downsampling for DoF. |
| Disable Depth-Based Effects | Medium | In Shader Options, uncheck Depth Based Effects if you don't use DoF, outline, or depth-based sharpen masking. |
| Use Downscale option | Medium | Set Down Sampling to 2 to render effects at half resolution. Adds slight softness but improves performance significantly. |
| Disable Dither via Shader Options | Low | If banding is not an issue, disable Use Dithering in Shader Options to save a few instructions. |
| Use Basic mode as fallback | High | Set Quality to Basic for very low-end devices. Only sharpening and basic color adjustments are applied. |
Recommended Quality Tiers
Consider offering quality options in your game settings menu:
| Tier | Quality Mode | Recommended Effects |
|---|---|---|
| Low | Basic | Sharpen only |
| Medium | Best Performance | Sharpen + Bloom + Color Grading |
| High | Best Quality | All effects as desired |
Tip: Use scripting to switch quality modes and profiles at runtime based on device capabilities or user preferences.
Profiling
Use Unity's Frame Debugger (Window > Analysis > Frame Debugger) to see exactly which passes Beautify adds. Each pass represents a rendering step that costs GPU time. Disabling unused features removes their associated passes entirely.
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