Hi
Is there any trick to have more than one ‘Internal-DeferredShading.shader’ shaders bound (unity5) ?
In short:
My game have two separate views (two cameras), those two renders different subsets of scene, and each of them needs different composition pass (one photorealistic, one toon-sketch-like) for now I see no way to specify ‘Internal-DeferredShading.shader’ per camera, it’s only in project settings - so currently I have ugly hacks there, something like this:
if (_DeferredCompositeMode == 1.0)
r = BRDF1_Unity_PBS(…)
else
r = Custom_PBS(…)
and so on …
and I use Shader.SetGlobal* to set params
this is not very optimal IMHO