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Subshader selection based on tile-based rendering
I'd like to write a shader with different passes, depending on whether I am on tile-based gpu or not. Specifically, I want to avoid doing a GrabPass on mobile devices (which is super slow). Is there some way how I can have unity select the subshader based on this property of the environment? And by that, I don't mean any special control from the scripts, but only by modifying the shader
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