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This is also broken in 2021.3.15f1. When will the "stable" LTS stream get the fix?
That would be greatly appreciated, thank you! FWIW If I hand edit the variants file in a text editor, I can add the STEREO_MULTIVIEW_ON variant...
Ah, I assumed that was just different semantics for the same thing - with STEREO_MULTIVIEW_ON being the Android specific flag for single pass...
Quest, on Unity 2018.4.10f1. Android-ARM64 + OGLES 3.1 with Standard Render Pipeline. Hmm, I don't see the log shader compilation in the graphics...
OK so I discovered that the callstack on the *main* thread in the Profiler window will display the shader details in the Shader.CreateGPUProgram...
We prewarm all of our shaders at app boostrap via the standard preloaded shaders pathway. However, on Android (Quest) we see a nasty runtime...
This is something I haven't found documented anywhere, feedback would be really useful! I'm seeking to do a fair amount of compute-driven effects...