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LW RP Shader Graph performance on mobile

Discussion in 'Shaders' started by Nieles_GH, Jun 13, 2018.

  1. Nieles_GH

    Nieles_GH

    Joined:
    Jun 26, 2017
    Posts:
    57
    It's unclear to me if shaders from the shader graph (PBR graph) are supposed to be mobile optimized.
    From what I see I would not want a PBR shader on mobile because I for example just want a simple diffuse or vertex colored material without all the extras like alpha or metallic, emission, etc.

    But then I'm a bit confused because LW RP is supposed to be optimized for mobile, yet there is no way to make mobile optimized shaders?
     
  2. Conferno

    Conferno

    Joined:
    Feb 27, 2014
    Posts:
    49
    Hi I have the same questions +++
     
  3. shivu_98

    shivu_98

    Joined:
    Dec 13, 2016
    Posts:
    8
    Guys we need answer :p
     
  4. jbooth

    jbooth

    Joined:
    Jan 6, 2014
    Posts:
    5,445
    Write them by hand with all the added complexity of having to manage all the passes and lighting yourself, then deal with them breaking every time Unity changes the LWRP which they do often, diff the shader code and see what's changed since there's no documentation, fix them, rinse, repeat.