Hello,
I’m currently using 2021 alpha version. I’m currently developing a 2D mobile game and testing on Galaxy S6(Android) as my base device. I’m using OpenGL ES3. I was using the built-in render pipeline but switched to URP to use 2D lighting and shadows. With built-in RP I can get a stable 60 fps while URP reduces it to 20fps. I have a global light and two point lights, also several objects have 2D shadow caster script on them. But the shadows are limited inside the same sorting layer. I’ve read that sorting layer count reduces performance greatly, I have 10 atm. I also have one custom shader graph for swaying plants, that’s all. But then again, they say 2021 version has increased performance with mobile devices but I didn’t see that performance difference.
Should I give up using URP for Android and continue with built-in RP? Should I add fake lighting and shadows via sprite shapes to have smooth gameplay on mobile? URP does wonders visually, I would really like to solve this performance problem and use it.