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In /3/s expert option what went wrong?
Are they really running a UE5 Lumen PBR pipeline with stylized post-processing on top?
Would doing stylized rendering in Unity's scripted render pipeline fix this?
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>>1019051
If it's overloading the shader cache they really did nothing to keep shader count under control and it impacts everything else
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>>1019054
Your theory is they add another shader for every shader already there for the cel shading and then another shader on top of that for the outline?
>>
They probably used a PBR material pipeline for stylized rendering, a shader that could have been defined with 3 parameters ended up required X textures, Y parameters, Z shaders per material, etc
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>>1019078
Nah, my opinion, specifically onwhat went wrong, not how they do the rendering in general, is they have way too many shader permutations. Like, not in a render pass, but in the game in general.

That or the thing that should be able to tell two shaders are really one and the same is not working properly, incurring a memory leak.

This blows up the shader cache size so to keep said cache manageable the game is constantly destroying and recreating shaders, which is markedly not a transparent process at all (like, rebuilding one takes about one tenth of a second). You drawing pass could be hyper optimized and as long as you have that problem it's never gonna be fast



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