June 28, 2019
SRP: Level of Detail
In this part of the SRP series we're taking a look at LOD groups. We add support for cross-fading LOD levels by clipping with a screen-space blue noise bias. Once that's done we implement shader variant stripping to limit how many shader variants get included in builds, because each feature we add that depends on a multi-compile keyword creates lots more variants.
In other news, Unity is working on that one bug, but they're no longer displaying assigned priories and release schedules in the public issue tracker. So let's see how long it takes.
