I’m wondering, since Unity is supposed to be easily multi-platform, what is the asset and matertials workflow expected to be when targetting both mobile and PC and we still want to use the optimized Mobile shaders for performance on those platforms? Are we supposed to have scripts that go through and swap every material or shader depending on what platform we are targetting? Or do I have two materials (or two shaders) applied to every object and then through script enable/disable the appropriate one?
It seems cumbersome and I am surprised there isn’t a built-in fallback.
Actually, I do know the Standard shader has fallbacks in the form of skipping options that aren’t checked on, but I have read they are nowhere as performant as the mobile shaders (hence my line of thinking/questioning above).
In a previous project, I didn’t care as it seemed the Standard shader worked well on iOS. But now on a new project also targetting Android I’ve run into rendering issues which have sent me down this rabbit hole of inquiry and testing…