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renderingConcerns the HDRP or the URPConcerns the HDRP or the URP
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For standard PBR materials, we should use a shader that works in both URP and HDRP. This is especially important for the asset library since otherwise, we'll need to create every material twice.
As far as I know, it's possible with shadergraph to target both URP and HDRP. The question is whether we can easily access the mask maps in URP (and probably other things).
@Roland09 do you have any experience with this?
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renderingConcerns the HDRP or the URPConcerns the HDRP or the URP