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How to map subshader to the Builtin Render Pipeline?

Discussion in 'Shaders' started by Dustyroom, Mar 23, 2020.

  1. Dustyroom

    Dustyroom

    Joined:
    Sep 23, 2015
    Posts:
    108
    It is possible to restrict a subshader to a scriptable render pipeline using tags:
    Tags{ "RenderPipeline" = "UniversalRenderPipeline" }


    However, this does not work for the Built-in Render Pipeline:
    Tags{ "RenderPipeline" = "" }


    It used to work in previous versions of Unity, but does nothing in Unity 2019.3.5f1. I've verified that the output of Shader.globalRenderPipeline is still an empty string for the built-in pipeline.

    Please help!