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Honestly I haven't tried it myself so I can't be of help there.
2D fluid simulation is what you're looking for. Can be done with pixel or compute shaders. Here's an open source example for Unity:...
Built-in has the highest compatibility and it's the most stable and customizable.
Yeah, URP still has a long way to go before it reaches parity with built-in. Unless you really want the newest shiny stuff like Shader Graph just...
The graphics product managers:
If there are screen space fog and bloom effects working on URP WEBGL then I guess it's possible.
The approach failed and URP has become the new Frankeinstein's monster.
Apparently the demo is not using ray tracing.
Image based lighting is a good option. It's basically just cubemaps that can be used for both reflections and diffuse lighting.
Just go full open source and allow people to backport bug fixes and even contribute by bug fixing themselves.
"Low reward endeavour". If that's the case then it's clearly not very important. IBL like CryEngine should be enough for most cases.
To be honest...
Fourth option: code your own GI solution based on the specific needs of your project.
There's ray tracing too and for screen space GI you can just do something like the Marty McFly shader for Reshade.
At least to get soft look all you need to do is square the dot product of the light direction and the surface normal.
So this just happened:
They are just probes so they'll support mobile too. Updating them in real-time will be a high-end feature only, it seems.
There's always the "code your own" option. Just saying.
And what percent of that uses the real-time features of Enlighten vs just the lightmapping?
Can't be too many since the complaints about Enlighten's removal are few.
People use Enlighten mostly for the lightmapping. The progressive lightmapper takes care of that. For the rest there's always the asset store....