Someone tells me that in URP 12 there’s a issue that at GLES3 it will force enable depth prepass which is really bad. Any plan to fix it?
It’s only forced in MSAA scenarios due to backend limitations. Our GLES backend doesn’t support binding multi-sampled textures to shaders, and because of performance reasons we don’t plan to ever add support.
Though I must point, that Depth Prepass not really bad on all platforms - it is actually recommended on Quest 2 and in some cases you’d want prepass instead of copy and that’s why we have introduced the Depth Texture Mode “Force Prepass”
I’m specifically refer to performance critical mobile platform specially Android that cannot compromise any slow thing
Yes, i was also referring Android. The prepass won’t be forced in non-MSAA scenarios on Android.
And besides MSAA, even on Android Depth Prepass could be beneficial in fragment bound scenarios as if there is a low count of polygons in the scene, it could be faster to just do a prepass than a high resolution (which mobiles usually have) copy