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Scriptable Render Pipeline Support #407
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StephenHodgson
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Nov 10, 2019
We talked about this a bit yesterday but wanted to add the conversation remarks here. We discussed dropping the MRTK standard shader in favor of making this change |
StephenHodgson
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May 16, 2021
This should likely also fix #686 |
I actually don't think this is a breaking change. I've noticed how some asset packages will just overwrite the local assets in the assets folder. We should likely do something similar when we copy/clone the assets from the sdk |
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XRTK - Mixed Reality Toolkit Feature Request
Is your feature request related to a problem? Please describe
Unity has introduced scriptable render pipelines as a replacement to the legacy render pipeline some time ago. The URP - Universal Render Pipeline - (formerly LWRP) as well as the HDRP are out of preview by now and the modern way to get started with Unity projects. It is to be expected most people utilizing XRTK will be using URP or HDRP in their projects, that's why the standard assets need to be updated to support those. Currently all standard assets will render the pink error shader if used with render pipelines.
How would you classify your suggestion
Describe the solution you'd like
As the HDRP documentation notes:
unfortunately there is no way to have an automated workflow for converting projects in between pipelines. Anyway an automatic conversion would most likely not produce tuned and 100% optimized assets for each pipeline, that's why I am suggesting the following changes:
StandardAssets/URP
to hold all URP standard assetsStandardAssets/HDRP
to hold all HDRP standard assetsStandardAssets/URP
folder if the URP package is not present in the project or the legacy pipeline is being usedStandardAssets/HDRP
folder if the HDRP package is not present in the project or the legacy pipeline is being usedStandardAssets/Legacy
folder if any of the SRP packages is present in the projectThe text was updated successfully, but these errors were encountered: