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Feature Request more optimum surface input in lit shader

Discussion in 'Universal Render Pipeline' started by laurentlavigne, Oct 4, 2020.

  1. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,364
    HDRP has nice compact texture maps where AO only takes one channel and is packed alongside normal map alpha or something similar
    that would be nice in URP, and also helps working in both
     
  2. BATTLEKOT

    BATTLEKOT

    Joined:
    Oct 2, 2016
    Posts:
    179
    not sure how for example phones GPU will able to decode this mask maps.
    It can save space on storage, but in same time it can be more heavy to GPU/CPU to unpack it.

    But im not sure about that =D

    And since URP going to be standard render pipeline, update shaders will be more hard to mask's in my opinion.

    In any case you will probably able to make own URP shader that will apply mask textures?