Performance Tips
intermediate performanceLiquid Volume Pro 2 · Troubleshooting & FAQ
Liquid Volume Pro 2 is GPU-intensive by design. On lower-powered devices or in VR, apply these optimizations to maintain smooth frame rates.
Inspector Optimizations
| Optimization | Impact |
|---|---|
| Set Detail to Simple | Removes 3D texture sampling. Significant savings on mobile. |
| Disable Refraction Blur | Eliminates a full-screen blur pass (major savings on mobile). |
| Disable Smoke or reduce Smoke Ray Steps | Smoke ray-marching is expensive. Fewer steps = faster rendering. |
| Reduce Liquid Ray Steps and Foam Ray Steps | Fewer ray-marching samples per pixel. |
| Disable Bubbles | Reduces fragment shader complexity, especially with Irregular topology. |
| Disable Depth Aware | Removes a depth buffer texture fetch per pixel. |
| Use Cylinder or Sphere topology instead of Irregular | Irregular adds an extra render pass for back-face detection. |
Shader Feature Stripping
In the Shader Features section of the inspector, disable features you do not need. This removes code from the compiled shader, reducing GPU workload and compilation time.
- Disable Light Scattering if you do not need backlight diffusion.
- Disable Smoke at the shader level for more savings than just hiding it.
- Disable Bubbles at the shader level if unused.
Reducing Shader Compilation Time
Delete unused shader files from LiquidVolume/Resources/Shaders to reduce compilation time.
| Shader File | Detail Mode |
|---|---|
LiquidVolumeSimple | Simple |
LiquidVolumeDefault | Default |
LiquidVolumeDefaultNoFlask | Default No Flask |
LiquidVolumeBump | Texture Bump |
LiquidVolumeReflections | Reflections |
LiquidVolumeMultiple | Multiple |
LiquidVolumeMultipleNoFlask | Multiple No Flask |
LiquidVolumeSmoke | Smoke Only |
You can also comment out unused #pragma multi_compile directives in shader files to further reduce variant count.
See Also
- Settings Reference — Shader Features section.
- Troubleshooting — Common rendering issues.
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