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?
>>1019051If it's overloading the shader cache they really did nothing to keep shader count under control and it impacts everything else
>>1019054Your 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
>>1019078Nah, 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