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On some asset stores I have the ability to choose between built-in Unity pipeline or Universal Render Pipeline or High Definition Render Pipeline. Which would work best with this toolkit at the moment? I do suspect, that you try to achieve compatibility with all, but I would still like to know if there is a preferred way. |
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Currently Unidot is designed for built-in render pipeline assets, in particular those using Standard shader or with compatible naming (it is common for shaders to use compatible names since they often specify a fallback shader such as Standard or Diffuse). The reason is because scriptable render pipeline assets often do not use a "Standard" shader but instead tend to define a custom shader using shader graph, which is not currently supported, and the texture inputs are often random numbers, so Unidot has to guess which texture is which. I find the guess of albedo texture to be correct most of the time in my assets, but I would not be surprised if it fails more often than not. I do hope to someday have some support at least for simple shader graphs, but until then, we are limited to guessing texture mappings in the URP/HDRP case. |
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Currently Unidot is designed for built-in render pipeline assets, in particular those using Standard shader or with compatible naming (it is common for shaders to use compatible names since they often specify a fallback shader such as Standard or Diffuse).
The reason is because scriptable render pipeline assets often do not use a "Standard" shader but instead tend to define a custom shader using shader graph, which is not currently supported, and the texture inputs are often random numbers, so Unidot has to guess which texture is which. I find the guess of albedo texture to be correct most of the time in my assets, but I would not be surprised if it fails more often than not.
I do hope to…