Software Development

How to optimize Unity's Universal Render Pipeline for high-end mobile ray tracing features?

DE Asked by Dennis Wagner · 05-08-2025
0 upvotes 13,360 views 0 comments
The question

With the latest Snapdragon and Dimensity chips supporting hardware-accelerated ray tracing, I want to implement basic RT shadows and reflections in my URP project. Are there specific C# scripts or renderer features that allow for hybrid rendering without destroying the battery life of the device?

3 answers

0
SH
Answered on 14-09-2025

Mobile ray tracing is still in its infancy, so the best approach is "Selective Ray Tracing." Instead of tracing the whole scene, use a custom Render Feature in URP to only trace high-gloss surfaces for reflections or specific hero objects for shadows. You must target the Vulkan Ray Tracing extensions specifically. We found that limiting the ray bounce to 1 and using a half-resolution denoising filter keeps the GPU thermal throttling at bay. On the latest RedMagic phones, we managed a stable 45fps with these optimizations, which is plenty for a high-fidelity mobile RPG.

0
RA
Answered on 18-09-2025

Do you think the performance hit of RT shadows is actually worth it on a 6-inch screen compared to high-quality baked lightmaps?

DE 20-09-2025

Ralph, for static environments, baked lightmaps still win. But for dynamic time-of-day systems where baking isn't an option, RT shadows provide a level of grounding and contact hardening that shadow maps just can't touch. It’s more about the "wow" factor for premium devices.

0
CH
Answered on 22-09-2025

Make sure to check if the device supports RayQuery in HLSL. It’s often more efficient for mobile GPUs than the full Ray Tracing Pipeline (RTP) setup.

SH 25-09-2025

Correct, Cheryl! Inline ray tracing via RayQuery is much less taxing on the driver overhead for mobile platforms compared to the full pipeline state objects.

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