Unity Blog: SRP Batcher: Speed up your rendering! https://ift.tt/2tEihYY #gamedev #unity3d
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En réponse à @ActiveNick
That's huge! However it only works with SRP, and SRP is not very recommanded with VR, especially on mobile (VERY LONG compilation time, no post processing). I think Unity will be stable again for 2019.3
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En réponse à @cyannick
With things trending towards IL2CPP, we better get used to long compilation times. But I agree that we're in a tough transition, SRP is still very new.
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En réponse à @ActiveNick
Yeah but there is a bug with the shader stripping with LWRP/Android and VR. ALL variants are compiled resulting to a VERY VERY long compile time. My project was about 2 hours to compile. I switched back to the old forward, it's 5 minutes now ;)
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En réponse à @cyannick
Oh wow, did not know that. Good to know, thanks.
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And that's too bad because ShaderGraph is a huge addition. Also the rendering was better as well as performances. But iterations time was too big on mobile to continue to use it. I reported the bug 6 months ago, it'll be fixed during the 2019.2 lifecycle....
Le chargement semble prendre du temps.
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