Compatibility

Compatibility With Editor Versions

The plugin was developed on Unity 2019.4.21f1, so this version will be considered minimal.

Platform Compatibility

Tested platforms:

  • Windows

  • iOS

  • Web GL

  • Android

  • Oculus Quest 2

  • Swich

Render Pipeline Compatibility

Built-In

Rendering Mode

Supported Features

Forward Rendering

Fully Supported.

Deferred Rendering

At the moment, the plugin does not support blending and switching of deferred reflections for Built-In RP.

For reflections to work properly in Deferred Mode, go to graphics settings and set the "Deferred Reflections" option to "No Support" (Project Settings ➞ Graphics ➞ Buil-In Shader Settings)

After this action, a restart of the editor is required.

Universal Render Pipeline (URP)

Supported Versions - 7; 8; 9; 10; 11, 12, 13, 14

Rendering Mode

Supported Features

Forward Rendering

Fully Supported.

Deferred Rendering

Fully Supported.

High Defenition Render Pipeline (HDRP)

Supported Versions - 7; 8; 9; 10; 11, 12, 13, 14

Rendering Mode

Supported Features

Forward Rendering

Fully Supported.

Deferred Rendering

Fully Supported.

Custom Shaders

The asset will work with any custom shader, unless that shader uses its own GI lighting functions. To make the shader compatible with MLS, add compilation directives to it.

//--------------------------------------
// MLS defined keywords
#pragma multi_compile MLS_LIGHTMAPS_BLENDING_ON MLS_LIGHTMAPS_BLENDING_OFF
#pragma multi_compile MLS_REFLECTIONS_BLENDING_ON MLS_REFLECTIONS_BLENDING_OFF
#pragma multi_compile MLS_TEXTURE_ARRAYS_ON MLS_TEXTURE_ARRAYS_OFF

To support shaders created using Shader Graph, you also need to add keywords.

TEXTURE_ARRAYS requires a shader target of at least 4.5

For those using custom lighting features. Write to the developer on any support channel. It's pretty easy to add blending and switching support to your shaders.

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