Hello. I want to use a URP/Simple lit shader with a metallic workflow. As I understand, the built-in render pipeline uses the same algorithm—Blinn Phong (based on specular). The built-in pipeline has the function DiffuseAndSpecularFromMetallic. Could you help me write the same function for the URP Simplelit shader?
I faced a performance problem with low-end Android devices. However, our other project with a built-in render pipeline, using DiffuseAndSpecularFromMetallic, performs better than the URP project with Lit shader. The difference is significant. I think that DiffuseAndSpecularFromMetallic + Blinn Phong will work better than the standard Lit shader, but I am unsure.
Also, I saw that many people reported a performance problem with the URP pipeline on mobile:(
Try the MRTK Graphics Tools Standard shader. It supports a lot of the features of the Lit shader like metallic workflow, but it’s more optimised for mobile and VR.