Experimenting with Shader Graph: Doing more with less

February 25, 2021 Rinaldo Tjan

You can improve the runtime efficiency of your shader without sacrificing the quality of your graphics by packing physically based rendering (PBR) material information into a single texture map and layering it into a compact shader. Check out this experiment. This experiment works in both the Universal Render Pipeline (URP) and High Definition Render Pipeline […]

The post Experimenting with Shader Graph: Doing more with less appeared first on Unity Technologies Blog.

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