Re:Shapes is a real-time vector graphics library for Unity
by fxtentacle on Wednesday June 10, 2020 @04:04PM
(#23481414)
In the case of rendering special effects, it's akin to a full rewrite and maintaining two independent implementations afterwards.
When I did freelance shader work, I locked in the render pipeline of my customer first, because I know that my price estimate can vary 2x based on which pipeline is needed.
Can you expand on what a plugin author has to do to port their plugin to the new pipeline and how much effort it is? Why don't plugin authors support both pipelines?