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Disagree, SRP api is quite simple and straightforward. Of course, it's lack of some features, but still nice. Maybe my experience is such...
SRP api doesn't support "RenderWithShader"
100% custom pipe. Because HDRP and URP is unmodifiable and unextendable.
Fall in the same problem. Basically, this warning says that you have more shadowmaps from point/spot lights that HDRP can fit in to shadowmap...
No mathematics, no render-pipelines.core? What wrong with you?
URP is not a mobile renderer. URP designed for low-end PC.
Try to use BatchRendererGroup, it provide "true" instancing. Instead of SRB batcher, that not doing instancing at all.
This a different things. First is additional part of light probe that contains shadow data. Second is 3D texture with sky visibility.
SRP api is abandoned?
Try this asset:
If they said they fixed it, that doesn't mean they ACTUALLY fix it.
Did you try to change Blit Type?
This is old SRP + OpenGLES + Linear + Android before 9 bug:...
LWRP was never been planed as replacement to standard. It's was just a proof of concept what you can make with SRP-api. Then came marketing guys....
Because everybody will enabling MSAA32 just because they can, and then complain "unity is slow engine".
SRP-api team, HDRP team, URP team, Shader Graph team, VFX Graph team, now HDRP to URP communication team:eek:
If they add all feature fast(it's relatively easy) then marketing guys have been nothing to advertise every half of a year.
You can still go with standard rendering. Standard is not bad at all. If someone asks me "what rendering i need to use", i answer: CustomRP,...