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Custom Surface Shader vs Unity Standard Shader - Performance
Hi, we're experiencing issues with the unity standard shader when running webgl in Safari. but when creating the equivalent shader as a custom Surface shader it appears to work fine.
My question is what are we loosing apart from the dynamic editor from the Standard shader in terms of performance and optimizations?
results below: (webgl - Linear Color Space - Safari)
Left = Custom Surface | Middle = attempt on Custom Standard | Right = Unity Standard
Hi,
I just wanted to add that I have the same issue that is described above. Looking forward comments.
For me, in Firefox and Chrome the materials look ok. iIts just in Safari that they look pretty "whitish".
just to add in our experience Safari doesn't support linear color, the above is a work around to get it working for webgl only. web player still has graphical issues when using Linear color space (they appear very dark). Chrome, Firefox and IE all seem ok for us.
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