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How to support both Built-in and Universal render pipelines in my Asset Store package?

Discussion in 'Universal Render Pipeline' started by canxerian_, Aug 5, 2021.

  1. canxerian_

    canxerian_

    Joined:
    Jan 29, 2016
    Posts:
    17
    I am in process of releasing a VFX package on the Asset Store that contains custom shaders. How can I maintain support for projects that use either the Built-in or Universal render pipelines?

    Thanks in advance!
     
  2. CaffeinatedCoolaid

    CaffeinatedCoolaid

    Joined:
    May 10, 2021
    Posts:
    59
    If you are using ShaderGraph then I believe the latest beta has some support for BIRP, but I would recommend using AmplifyShader editor as it is vastly superior to ShaderGraph and can easily switch pipeline targets.
    If you are hand writing your shaders then I would highly recommend taking a look at BetterShaders. It provides an extremely more elegant and flexible way to write shaders that are cross compatible between pipelines.

    Lastly the author of BetterShaders also wrote a free tool that lets you pack your shaders into a single file to work across pipelines, I have not tried it yet so I don't know the technical or limitations but you can check it out at https://github.com/slipster216/ShaderPackager
     
    canxerian_ likes this.