Add Unlit Texture to builtin mobile shaders
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Hugo Zink
The latest update seems to have added a "Standard Lite" shader to the builtin shaders in the SDK.
Can we get one for Unlit Texture too? Currently you can make an Unlit Quest avatar by just abusing Emission in Standard Lite, but obviously that is quite wasteful. Providing Unlit Texture directly would be an improvement.
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Xan
This is a late bump (3 years!) but this is something I still need for some avatars. Many of my avatars use unlit black shaders where it is important for them to ignore lighting. The lack of an unlit shader makes this almost impossible, the current workaround (lightmapped shader) being far too expensive for what its worth.
Appending the unlit shaders that come with unity as whitelisted quest shaders (solid color, texture, texture w/ multiplied color) would be very useful, and more performant for those niche cases that need them.
SHOKK
Alternatively, transparent shaders default to unlit. You can try that.
Danjel
I hope they won’t add it. Unlit shader breaks all the immersion in dark scenes, making Avatars look like walking lamps.
Toon Lit is the right choice.
H
Hugo Zink
That's entirely a matter of taste. People can already make unlit avatars by abusing "Standard Lite's" emission, all this does is add a more optimized alternative.
I can see legitimate uses for an unlit texture shader, it would be a major mistake to not include it just because some might not like it.
100の人
Danjel: That problem is caused by mistake of bloom setting on worlds.