Hi
I’m currently working on a toonish water shader in ShaderGraph (Unity 2019.3.0f6)
And I am using the scene depth node.
In the scene view I get nice results and after saving and creating new Material out of it I’m getting this effect:
So happy I declared it finished and hit the “Build and Run” button only to see the water look like this in my mobile phones:
Its a URP project and I did make sure “Depth Texture” is ticked in the asset file.
After a bit of a Googling here and there I find this:
Which says for a mobile build we need GL_OES_depth_texture extension to be present.
I don’t really know how to attach this extension or on which level we need to do this at all…
Can someone help in this case?