Have some questions regarding shaders in universal render pipeline in unity 3D

shader requirements: has to work with light baking and realtime lights. also we only use albedo texture maps so we dont need other texture slots like roughness, normal along with their value sliders(we feel like inputs other than albedo map would cost more performance?).

my first question: there are several preset shaders that come with urp. which one is more optimised? we are using simpleLit right now but as i mentioned above, inputs other than albedo could be a waste of performance since we dont use those? there is also mobile diffuse shader in unity but we don’t use it because it doesn’t work properly with lights.

Final Question:
does unity have a solution? is there a unity asset which could solve our need? should we hire someone to write custom a custom shader? thank you in advance!

Any shader not found under the Universal Render Pipeline category will not work properly with lighting in URP becasue they are written for the built-in render pipeline.

Using URP Simple Lit would be fine, because if normal maps are not used, they are not calculated anyways. Unity shaders have internal keywords for all textures, so only the ones used will affect the performance.

If you want custom shaders, I suggest Amplify Shader Edior over Shader Graph, because it supports simple lit shading, both blinn phong with specular highlight or lambert without specular. Or you can go even cheaper with vertex lighting, but doing custom lighting can be harder when you want lightmapping, APV, etc implementation.

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