Did srp-team added ReplacedShaders and fix shader fallback?

subj
Haven’t been following the srp news for the last few years.

They didn’t add “replacement shaders”. The Render Objects Render Feature remains the closest option.

I don’t know of any fallback shader issues.

Do some investigation. ReplacedShaders was added in 2022.2 as DawingSettings.overrideShader.
Shader fallback looks like still broken.

The overrideShader is part of Render Features I mentioned before, and does not work the same way as replacement shaders. There’s no longer a concept of RenderType in the SRPs, so the overrideShader works exactly like swapping the shader on every material on every object with the specificed tag, or all objects in the scene. Though it looks like it can be confined to only replace a specific pass.

Fine too.
Do you know something about fallback? I’m tired of putting bunch of UsePass in every shader.

This is the first time I hear about problems with fallbacks. What’s the issue?

In BiRP, when you write a shader, all the missing passes like “ShadowCaster” can be taken from the fallback shader.
SRP doesn’t do that. So i need to put bunch of UsePass in every shader, or do some hacky stuff with ShaderLOD’s.

IIRC this is only true for the shadow caster. I think you can make your own intermediary fallback shader that has it for URP as well.