As stated.... Would a custom scriptable render pipeline work for a WebGL build? Or is this too far a stretch of what It's capable of given the platform limitations? The current beta and LWRP don't seem to work. Reason I ask is because there are currently too many inconsistencies with the current webGL output. Specifically I'm trying to remain consistent looking and compatible with safari even on mobile. (ie webGL 1.0 / OpenGL ES 2). I haven't exhausted my research into Unity for this task yet, but I can say that Three.js does work better (ie consistent on every browser). I'd like to not have to invent new tools and core pipelines to accomplish what should be a simple task. I'd much rather spend time learning SRP .
Hey, the LWRP is planned to eventually work on WebGL but is currently not a high priority for the team since it is still a preview/experimental feature. The HDRP will most likely never work since it relies on a lot of wizardly things not available in WebGL.
Thanks for the reply! In the meantime would even a most basic custom SRP work on webGL, or are there infrastructure changes needed before these components even work within webGL?
Any update on this @Schubkraft Its been more than a year and WebGL is a big platform to not support. A lot of clients require things to run in a browser, and being able to leverage LWRP would be beneficial to a lot of people.
Was very disappointed to learn SRP does not support WebGL, especially since our jam game required a WebGL build. It could've looked so much better
I tried it a few weeks ago by hints of one of the Unity devs, and had a build with LWRP. If you want to support WebGL1.0 you need to disable lots of stuff. Or you can change your player settings to support only WebGL2.0