Help Optimizing Tonemapper for Low-End Mobile Devices (Post-Process Performance Drop)

Hi everyone,

I’m facing a significant performance drop on low-end mobile devices due to post-processing, and I could use some help optimizing the tonemapper.

Issue Overview:

From my analysis using RenderDoc, I noticed that the major performance hits are coming from:

  • CombineLUT (which I’ve partially addressed by switching from 32-bit to 8-bit LUTs),
  • Tonemapping, and
  • Upscaling, which I resolved by setting the screen percentage to 100.

While the changes to CombineLUT and upscaling helped improve performance, tonemapping remains a major bottleneck, especially on low-end mobile hardware.

My Question:

How can I optimize the tonemapper for low-end mobile devices to reduce its performance cost? Is there a mobile-friendly version of the tonemapper or any specific settings I can tweak to make it less GPU-intensive?