# Daydream Renderer demo

![](https://developers.google.com/static/vr/images/renderer-2.png)

Performance is critical to VR apps but can be especially challenging on mobile
GPUs. Many commonly available mobile shaders and per-pixel lighting solutions
provide high quality results but perform poorly on mobile VR systems due to
extremely high resolutions, rendering multiple views, distortion and general
mobile performance issues.

This demo uses Daydream Renderer, a Unity rendering package that includes
mobile-optimized custom lighting, shaders, and editing tools, to create a scene
that showcases rendering effects that are typically difficult to achieve on
mobile hardware.

You can learn more about [Daydream Renderer here](https://developers.google.com/vr/unity/renderer).

In this scene, we use many of the Daydream Renderer's features, including per-
pixel lighting, tangent-space normal maps, dynamic shadows, realtime specular
highlights, and reflections.

Because baked static lighting in Daydream Renderer is vertex-based rather than
lightmap based, the resolution of the light baker's output is dependent on scene
vertex density. The assets in the demo have even tessellation that supports
fidelity of Daydream Renderer's lighting features.