Will there be a huge performance hit moving from SRP to LWRP? I am making a new mobile which will release in about 12 months. The only reason I really want to make the move is because I want control over the shaders in Shader Graph for use by an artist/tech artist. I’m assuming that LWRP is required to use the Shader Graph. Is that the case?
Is the LWRP stable? Is it too buggy for production?
How hard is it to convert over to LWRP from SRP and is this process documented somewhere? I’d love to be able to try it in a build and see what happens as quick as possible so I can make a decision.
I think thats it for now. BTW, be blunt. If you think its a dumb move on mobile, please let me know. I can take it.
SRP - Scriptable Render Pipeline, which is a new way of authoring a completely custom rendering pipeline without relying on the built in rendering paths that ship with Unity. LWRP - Lightweight Render Pipeline, which is a new rendering pipeline that’s built using the SRP functionality.
In other words, the LWRP is a SRP. I suspect you’re really asking about moving from the built in default forward rendering path to the LWRP. Performance wise, it’s highly dependant on how what you’re doing. In some cases the LWRP might be faster, and in others the forward path may be faster. The LWRP is also still relatively early, so there have been some bugs that have popped up that can cause a significant performance reduction vs the built in path.
As for how stable the LWRP is overall, it seems pretty good right now (this being said from the outside having not tried to use it on a product yet). Most of the issues I’ve seen come up are around various hardware specific optimizations (ie: working around hardware / software bugs on some mobile GPUs) that the built in path may have that the LWRP does not yet.
Yes.
Well, no. Technically it requires the use of a SRP, and currently only supports the LWRP and HDRP, but can be extended to work for custom pipelines as well. But the important part for you is you can’t use it with the built in rendering paths.
For that you might want to look at using Amplify Shader Editor instead.