Is there a way to check by code if the device is able to render a shader graph containing let’s say a Voronoi node?
My shader has a voronoi node, it works on my Samsung S9 but not on Samsung A5.
How can i check by code so i can switch to another cheaper shader that can run on devices that don’t support those nodes?
It would be very helpful if Unity could put a Node Description in each node’s Docs to know how to check for device’s support for them. Maybe depending on SystemInfo.graphicsShaderLevel ?
Any pointers?
You can sort of check like this:
bool veryOld = (SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2);
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I avoided Voronoi node and used a workaround to achieve the same effect.
Voronoi nodes are very expensive. A lot of math.
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Hi all !
Digging this thread… I am having an issue with a part of my shader graph that never works on mobile but does in the editor… it seems simple though, so I really can’t get my head around why this doesnt work on mobile…
I’m attaching a screenshot of that part of the Shader Graph.
Pleassse help
Much Love
O.
P.S: It’s a shader that twists object along an axis, to make it looks like a coridor.
PS2: Using URP.