LWRP Shaders not working in android! only working in Unity - unity3d

I am new to Unity game development. I making a mobile game. In LWRP I made a custom shader graph (glow shader). It works fine in unity in my pc. But when I build a .APK and install and play on my android device it shows a plain block with no shaders.
Am I missing something?
This my shader graph.
After clear inspection, I noticed most of the shader works. Only the occlusion part doesn't work properly. I have set occlusion to 5. Normally what occlusion does in my graph is kind off saturates the material a little and gives a deep reflective glow kinda effect to the shader. It works on PC. But on the phone, I noticed the color did get saturated a little but didn't notice the occlusion glow at all.
(I know I can produce nearly similar results without using occlusion, but I really felt occlusion suits more for my taste :P and I will be using occlusion for other objects too)
quality settings:

Check your Graphics API in player setting, it should be under Other Settings

Related

Unity WebGL RealTime Occlusion Culling

I trying to figure out how can I optimize my project even more. I draw lots of object's I already manage to reduce draw calls almost to minimum with materials and material property block but still there is a huge overdraw in some scenes. I try some solutions with computed shaders and they just boost performance super high but problem is that my target platform is WebGL and WebGL support only OpenGL ES 3.0 so I cannot use computed shaders. I cannot use Unity Occlusion Culling becouse everything is genearted in realtime so I cannot bake occlusion.
Is there any way how can I reduce this overdraw or maybe some technique to make a realtime Occlusion Culling without raycasting.
Thank you for any advice

URP Shader Graph shaders time node doesn't work in certain situations

I have several shaders that use the Time node to animate certain UI elements for my mobile game.
In certain cases (which I am unable to reproduce), the shaders will be stuck on a specific time and not animate.
For example, a shine shader might be stuck mid-shine.
Some important things to note:
Time.timeScale is 1 - all my tweens using scaled delta time are working correctly
When this happens all shaders using the time node in the active scene will "freeze in time"
This only reproduces on actual Android devices (iOS untested)
All parameters affecting time in said shaders are positive, valid numbers
There are no errors or warnings
When I transition from my main menu scene to the game scene, time based shaders will work correctly - when I come back to the main scene, it will reproduce again (obviously it's something specifically there)
Running on Unity 2019.4.11f1 with URP & Shader Graph 7.5.1, but it did reproduce in older versions of Unity/URP as well
Sample shader - The preview actually looks exactly like the issue as it will appear in game when frozen:
For any lost souls who stumble upon this issue (although I doubt it's by design as it seems like a bug).
The problem is that time isn't updated in shaders in scenes without a camera.
The camera doesn't have to render anything; it just needs to exist.
My main menu is pure UI elements and had no camera; adding a camera to the scene fixed the issue.
It is important to note that this behavior only happens once you build to an Android device; not sure if it reproduces on other platforms.

Using HDRP Rendering Pipeline

I just tried to create a Smoke and Fire particle system in Unity version 2019.1.14f1. I installed ShaderGraph and followed a Tutorial by Brackeys. I couldn't go far because I didn't have HDRP on the project. It was simply a 3D project. I used this website to figure out how to change to HDRP. I did so, but it won't render the project. It says "Platform WebGL with device Open GLES3 is not supported, no rendering will occur". I then tried to switch back to the normal rendering system. Now it won't let me share my WebGl game. I don't know for sure that these two problem are connected, but seems like it. I don't know if that is a problem with my computer, but I have added the specs below. How do I switch my current rendering system to HDRP, so I can create a nice Fire/Smoke Particle System?
WebGL is based on OpenGL ES and unfortunately, HDRP doesnt support OpenGL ES devices so there is no way to run it on WebGL.
However, URP (Universal Render Pipeline) would be much better way for WebGL.
And yes, URP supports Shader Graph.
Here is URP page: https://unity.com/srp/universal-render-pipeline

Light Baking Issue

Before I have real-time lighting because of the performance issue, I decided to do light baking for my 3d game.
So I have mark 3d environment as static because it remains on screen always without movement.
Also changed direction light mode to Mixed because I have few moving game objects too.
But after the baking process gets completed, I got this kind of output:
In above, you can see in the above image what happened with my environment after baking and I have also included light settings if you need it.
You have to enable lightmap UVs in your 3d imported model file.
I got this reply from one Unity forum member so exact wording, I am posting here:

Using Unity baked ambient occlusion for unlit shader

I am working on a mobile game in Unity, and we've reached the optimisation stage of development. We've been using realtime AA from the Post-Processing Stack, but I would like to switch to baked AA, because nothing except for the player moves in our game.
Here's the problem: we only use unlit materials in our game. This wasn't a problem for the Post-Processing Stack, but it does prevent baked ambient occlusion from being visible in-game. I've considered two possibilities.
Possibility 1: We use a lit shader, but disable all realtime lights and simply setup the baked lighting so it appears unlit. The main problem with this solution is that I believe this isn't as performant as we'd like.
Possibility 2: We edit our custom unlit shaders to include unity's baked lighting layers. I believe this is the best option, as it would maintain the performance of our custom shaders. The problem with this is that I can't find any documentation on what needs to be changed to make this happen.
So, my question is: which possibility is best? If it's possibility 1, will this severly hurt our performance? If it's possibilty 2, what do I need to do to make this work? Thank you for any help you can provide.