material-shader-workflows
Technical material and shader integration for Unity - choosing a render pipeline (URP, HDRP, Built-in) and checking asset compatibility, Shader Graph versus hand-written HLSL, shared master materials, material variants and instancing, shader keywords and variant explosion, property naming, channel-packed mask textures, PBR texture conventions, colour space, SRP Batcher compatibility, shader stripping and warmup, and debugging with the Frame Debugger. Load when setting up materials, authoring or reviewing shaders, packing textures, or diagnosing pink materials, variant counts, or batching problems.
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