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I have been tasked with looking for a piece round to iOS rendering points utilizing URP. The unique downside appear to stem from a janky uniform buffer implementation in iOS which implies that shaders that ought to run tremendous run at a really low FPS.
The very first thing I am taking a look at is forking URP and altering it as a way to try to pressure URP to make use of a non uniform-buffer technique to ship uniforms to shaders.
I have no idea the place to start out – I can not even see take away the package deal primarily based URP from unity (I see it in package deal supervisor, the choice to take away is greyed out). Any assist with that will be appreciated.
I’ve cloned ‘https://github.com/Unity-Applied sciences/Graphics.git’ for this objective however I can not discover any references to ‘glUniformXX’ or ‘glUniformBlockXX’ or something like that, which makes me suppose that UBO help is deeper in unity than a customized SRP has entry to, making this train a waste of time. These two calls are gl particular as nicely and I am conscious that the SRP sits at the next degree than that. Maybe there’s some cross-platform analogue nevertheless?
I would admire any pointers, even when it is to say this can be a waste of time and I will as a substitute think about porting our shaders to the built-in render pipeline (which does seem to keep away from UBOs)