SRP-Switcher / speed up initial build times

@goran_okomotive You’ve probably seen this thread right? Cross pipeline workflow. Project for mobile, console and PC.

Like mentioned there, I’ve done even runtime swapping between HDPR and LWRP/URP in past. Now with version 10 SRPs, you can have shader graphs that support multiple targets, meaning if you can stick to SG shaders alone, you can even use same materials on your URP and HDRP projects as the SG’s themselves will have shader passes for both there (once you just target both on the SG itself).

This allows you to keep materials as is on the scene and you just have to author cameras, lights and volumes in SRP specific way (preferably, on it’s own subscene you load and unload additively).

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