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Shader permutation handling (ubershaders)
Has unity support for shader permutation handling like generating multiple shader permutations (nr. of texture layers, texture ops, masking, etc.) out of one ubershader?
Currently it seem that this concept is missing in unity and you have to code all permutations on their own. Have I missed something? How do you handle larger amounts of shader permutations?
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anyone?
any unity projects using larger amounts of shader permutations?