{"image_url":null,"blog_title":"Gregory Igehy","url":"https://gregory-igehy.hatenadiary.com/entry/2016/10/04/211446","description":"Thoughts on depth texture in forward rendering in Unity https://gist.github.com/aras-p/5e3aa6f81c543ca74e3ae296c72ffcaf ARM\u00ae Guide to Unity Enhancing Your Mobile Games Home > Optimization Lists > GPU optimizations > Use depth pre-pass http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.10014\u2026","height":"190","title":"Notes of depth prepass (Z Prepass) in Unity","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fgregory-igehy.hatenadiary.com%2Fentry%2F2016%2F10%2F04%2F211446\" title=\"Notes of depth prepass (Z Prepass) in Unity - Gregory Igehy\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","version":"1.0","categories":[],"blog_url":"https://gregory-igehy.hatenadiary.com/","provider_name":"Hatena Blog","author_name":"gregory-igehy","author_url":"https://blog.hatena.ne.jp/gregory-igehy/","provider_url":"https://hatena.blog","published":"2016-10-04 21:14:46","type":"rich","width":"100%"}