Hello everyone.

We have decided to phase out the Mixed Reality Forums over the next few months in favor of other ways to connect with us.

The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.

The plan between now and the beginning of May is to clean up old, unanswered questions that are no longer relevant. The forums will remain open and usable.

On May 1st we will be locking the forums to new posts and replies. They will remain available for another three months for the purposes of searching them, and then they will be closed altogether on August 1st.

So, where does that leave our awesome community to ask questions? Well, there are a few places we want to engage with you. For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality. If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers. And always feel free to hit us up on Twitter @MxdRealityDev.

Best Practice: (obsolete) Shaders


I just noticed most of the Shaders in the HolotoolKit-Unity are now obsolete. What is the current best-practice to replace those shaders? Should I use the Holotoolkit/FastConfigurable or can I replace them with the Unity-Default Standard-Shader?
Especially for performance, is there a new rule of thumb what to use?


  • Are you using the latest HoloToolkit?

    I am not fully up to date with the latest Unity3D or Toolkit so I can't replicate the obsolete. However, I would not use Default-Standard shader as its performance is not optimized and thus slows down the device. At least if you are doing anything that pushes the limits of the device.

    If you do need to go away from HoloToolkit shaders I'd at least look for a mobile friendly shader as they tend to be more optimized.


  • I am using the currently stable Unity 2017.1.0f3 and the current Holotoolkit master. I just noticed that the last stable release still has the Shaders as not-obsolete, so maybe this is worked on?

  • I just switched everything in my app over to the FastConfigurable shader. In debug-mode my application is now unusable, very low frame rate but the release build works quite nice and the lighting looks better. I did not have the time to benchmark in detail and compare framerates, but it seems good.

Sign In or Register to comment.