Comments (2)
I have never tested this with webGL in mind. It is mainly built with desktop/potentially consoles or other hardware which has dedicated graphics cards.
I do not know what webGL version you are using but here is Unity's page that goes over webGL limitations per version https://docs.unity3d.com/Manual/webgl-graphics.html
It may also be the hardware you are running does not support shader model 5.0. Specifically, you need hardware that is compatible with compute shaders https://docs.unity3d.com/Manual/class-ComputeShader.html
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Thanks. I figured that OpenGL supports only a limited number of bindings and the shader used in the library is too much for the OpenGL platform.
So wherever you decide to target WebGL or OpenGL platforms, consider reducing the number of bindings.
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