Performance Improvement in Real-Time 3D Rendering Using OpenGL Fragment Shader and Unity Surface Shader
Abstract
3D Objects with high geometric complexity are needed to create detailed visualization in video games. However, rendering 3D objects with high geometric complexity requires high computing resources, which can reduce the framerate. GPU-based rendering can make the rendering process efficient. This study uses comprehensive evaluation parameters to evaluate the performance of real-time 3D GPU-based rendering between Unity surface shader and OpenGL fragment shader, based on geometric complexity. The experiment was conducted by rendering various cube objects. The collected data, analyzed using statistical tests, showed that the OpenGL fragment shader had overall performance in framerate, memory usage, and CPU usage, but more GPU Usage. Thus, this indicates that the OpenGL fragment shader relies more heavily on GPU processing power for rendering efficiency.
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