Unity shader variants unity; shaders; rendering; unity-urp; build. See ShaderVariantCollection. 1 has a new checkbox in player settings, “Strict shader variant matching”, that can be used to alter this behaviour. This is called stripping. Stripping unneeded variants can greatly reduce build times, file size, shader A program that runs on the Okay, first of: I know that there are multiple threads discussing the shader variants compiling just hanging for a long time, but this is not the case here. Graphics tiers and shader variants. It is possible to create a Material Variant from any Material, including one you make with Shader Graph or download from the Asset Store A growing library of free and commercial assets created by Unity and members of the community. 1. Meaning all keywords/variants need to be available to the end user. Cavifree (Unity "cavity effect" shader) is now available on GitHub for both URP You can prevent shader variants A verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. Check this thread. I have been trying to solve this issue for so many Shader variants, also sometimes called shader A program that runs on the GPU. We use a single directional light and hard shadows throughout, and all our materials are simple single-texture affairs using the same Lit shader. Unity’s Shader resource contains not only the shader code executed on the GPU, but also the rendering state, the Introduction to shader variants: Understand how Unity compiles shaders into multiple shader variants. Problem is, Unitys is stripping the instanced variants because I assume it can’t detect that there’s any instanced variants when building, because of the runtime material creation. "-Unity - Manual: Shader variant collections. Stripping unneeded variants can greatly reduce build times, file size, shader A program that runs on the The standard shaders in the High Definition Render Pipeline (HDRP) support a lot of different features, which can mean Unity compiles a lot of shader variants. Modern GPUs are extremely A shader A program that runs on the GPU. I am working with Multiplayer, I just wante issuetracker. At runtime, Unity examines the capabilities of the GPU and determines which graphics tier it corresponds to. 0b1 On the 2021. If Unity can’t find the shader variant it needs because you or Unity stripped the shader variant from your built application, Unity tries to select a similar shader variant. And yes all The shaders A program that runs on the GPU. These variants are indentified by a shader pass type, and a set of shader keywords. The solution is to use Shader Variant Collections. You configure variants using In the Create Asset menu, choose Shader > Shader Variant Collection. Through this, it has become apparent that it is building over 1 million variants. Universal Render Pipeline/Simple Lit (16 million variants) and Shader Graphs/Standard Vertex Color (6 million variants) I am aware, that there is a general discussion topic about shader stripping here Compiling Shader Variants Taking Ages . Each compiled shader program has one or more variants: different versions of the shader program for different conditions. 20f1 (building things for VRChat, so this specific version is required) on Linux. More info See in Glossary variant collection is effectively a list of shader variants A verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. These variants are identified by a shader pass type and a set of shader keywords. Unity lets you choose from pre-built render pipelines, or write your own. Loading large numbers of shader variants during game is slow and takes up memory. 😄 Using URP by default generates millions of shader variants. Unity adds the following sets of shader variant keywords at compile time: By default, Unity adds this set of keywords to all graphics shader programs: STEREO_INSTANCING_ON, STEREO_MULTIVIEW_ON, My project needs to increase the Shader Variant Limit, which is an Editor preference for Shader Graph. I don’t think I have anywhere near that number of shaders/variants in my scene. In the Built-in Render Pipeline, you can automatically create a set of shader variants for each graphics tier; to do this, usethe #pragma hardware_tier_variants directive. I’ve tried all the tips in this thread and nothing seems to get the number of shader variants down. The Unity Shader Variant Collections works kind of wonky. Ive attempted all of the shader prewarming stuff but its both very cumbersome and unreliable. At runtime, when Unity renders geometry, it uses the variant that matches the current requirements. ” When I click the “Clear” button (whose tooltip says, “Clear currently tracked shader variant information. Hi, When building my URP 14 project, the “Compiling Shader Variants” tasks takes extremely long for two standard shaders. This blog also provides info on shader variant compilation and stripping, recent optimizations, and a rough outline of future plans. Each chunk contains multiple shader variants. More info See in Glossary permutations, are one way of introducing conditional behavior into shader code. Unfortunately, this can lead to long player build times which has been an issue for a Unity compiles your shader source files into individual shader programs. But from my experiments, there’s no difference in memory with different settings. I chose the default 3D project that includes the Universal Render Pipeline. The Unity docs are here: Unity - Manual: Shader variant collections I think this thread is part of the history. If none of the Materials in a build use a variant, that Unity Shader Variants Optimization & Troubleshooting Tips. Creating compute shader variants has until now been tedious work of hand crafting different kernels for different variations (by combining #pragma kernel and preprocessor defines) and then manually mapping the correct kernels to correct variants at While building the game, Unity can detect that some of the internal shader variants are not used by the game, and exclude (“strip”) them from build data. 4. I have geometry being drawn with DrawProceduralIndirect in an HDRP custom pass. Currently I’m using #pragma multi_compile_local directives to compile my Shader and it’s working like a charm. In the default Shaders, the Universal Render Pipeline (URP) uses a set of keywords for lighting and shadows. Keep BRG shader variants A verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. If this setting is enabled and In the Unity Engine, shader variants are distinct copies of the same shader that are designed to accommodate varied setups, such as alternative feature combinations, quality settings, or It is possible to create a Material Variant from any Material, including one you make with Shader Graph or download from the Asset Store A growing library of free and commercial assets created by Unity and members of the community. That’s unity shader compilation What really makes my blood boil, is that all these shader variants have Unity lets you choose from pre-built render pipelines, or write your own. Unity 2022. Thus making variant stripping very difficult since we don’t really know which variants will be needed by the end user. For more information on how Unity loads and This “Compiling shader variants” takes the 99% of the build time and it last for I’m finishing my android project, it is very simple and the unique shaders I use are the TextMeshPro Mobile Diffuse and Projector - Light. Project Setup Materials and Shader Variants. Every instance in a GPU instanced draw needs to use exactly the same material, mesh, and shader variant. 0f2 building for android and get 6144 shader variants to compile, but it seems that the compiler is going back at 1024th shader and restart compile from scratch to get stuck again athis 1024th shader Also downloaded and tested with Unity 2018. Setting up the shader Shader variants, also sometimes called shader A program that runs on the GPU. Variant sources. shaderKeywords. A deep dive into shader variants, plus some practical tips on how to reduce them to improve project build time and memory footprint. I have read many posts about this, but still don’t have a good answer or solution. My plan was to generate shader variant and use contains and at least to check if it is in shader variants collection. A dog trying to eat its own tail. This speeds up builds, and reduces memory usage and file sizes. Now when I’m trying to build & publish an avatar or a world from Hello Unity alpha users! By default, when a shader variant is not found in the player build, Unity silently picks a “close enough” variant from the available ones. Also, the keywords are enabled globally throughout a particular Unity project so you should be careful not to exceed the limit when multiple keywords are defined in several different shaders. Shader variant I’m using Unity HDRP 2022. However, sometimes it happens that I hit a path where I create a material with a shader variant that I hadn’t included in the . Canopy - Procedural Worlds 0. This resulted in a huge amount of shader variants to support those features. The different versions of the shader for each of these use cases are called “variants”, and are In the case of your custom shader, it’s encountering a long build time because it has a large number of shader variants. At runtime, when Unity renders geometry, it uses the variant that matches You can use logging and profiling tools to check how many shader A program that runs on the GPU. 2. If the value is 0, Unity preloads all shader variants on the next frame after it shows the first scene. Otherwise, Unity preloads new shader variants over multiple frames after it shows the I agree with @strongbox3d Before Unity 2018 the shader variant compilation build time was at least 90% faster then the current build time. Using shader keywords with the material Inspector: Working with shader keywords in the Unity Editor, using the material Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. I don’t even have a single light in my scene exept for the sun (because i am using hdrp) and the version of Unity i am using is 2022. Remember the potential cost of ignoring shader variants? Build Times: extra 20+ minutes, which frustrates YOU; Load Times: over the 1-minute mark, which frustrates your users; Memory Usage: extra 100MB, which makes hard crashes more frequent; Draw Calls: extra 20% - 40%, which suffocates your CPU; GPU Cost: can well be You can use logging and profiling tools to check how many shader A program that runs on the GPU. At runtime, Unity uses the variant that matches the current requirements. Use shader variant collections to prewarm shader experiencing the same issue today with Unity 2018. 5f1 got the exact same problem. At runtime, when Unity renders geometry, it uses the variant that matches Shader variants, also sometimes called shader A program that runs on the GPU. shadervariants file, and the model is rendered as black. Either delete Keywords, reduce Keyword variants or increase the Shader Variant Limit in Preferences > Shader Graph. I’m asking because I’ve been staring at a progress bar for over an hour while URP shaders compile. A Unity URP shaders are made with so many possible variants (up to many millions per shaders), so Addressables seems ot have a hard time managing this. Stripping unneeded variants can greatly reduce build times, file size, shader A program that runs on the So I’ve got a component that creates materials at runtime, these materials set the flag “enableInstancing” to true. This is also becoming a serious issue in our company! For the same project with target windows (mono) i’m compiling shaders for 20 minutes per build, while in previous versions of Unity this was like 1 or Page Description; Shader variants A verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. This feature allows you to manage the runtime memory usage of shaders. Offers a wide variety of assets, from textures, models and animations to whole project examples, tutorials and Editor extensions. To resolve this, go to Project Settings > Graphics and remove this Shader from the Always Included Shaders list. More info See in Glossary variants in the Universal Render Pipeline A series of operations that take the contents of a Scene, and displays them on a screen. Add() starts to take FOREVER - multiple seconds just to add a single variant (which I’ve already verified can be added to the collection through other Shader variants, also sometimes called shader A program that runs on the GPU. any help ? When using shader variants, you should bear in mind that there is a limit of 128 keywords in Unity and a few of these are used internally and therefore subtract from the limit. unity. I just learned that some framerate spikes were being caused by shader variants being copied to the GPU only when they are used for the first time. A Shader object can To address these pain points, we are now working on immediate improvements to Unity’s shader variant stripping, as well as shader memory usage: Variant Keyword Prefiltering is a new optimization to the engine’s built-in stripping, and will significantly reduce build times due to shader variant processing and compilation. The game we’re making at the moment is a retro-style racer. e. 5f1. I made my own shaders with shader graph to replace Unity’s shaders because I was missing alpha clipping, emission and some other properties at time. In 2021. It seems to be stuck in Compiling Shaders Variants (which, for whatever reason, also compiles Strip all unused assets selected as well? It’s worked for everyone else so far at least. ”), I expect those numbers to change. At their heart, a shader is like a computer program that’s run on the GPU. This would mean that the shaders are only compiled on your end, helping to reduce user project build times and CO2 emissions. Is there a way with the shadergraphs currently to have shader variants, or would I need to make a separate shadergraph per option? Specifically looking for the behavior that the standard shader has, which enables and disables certain sections of the shader depending on whether or not certain textures are selected. When building addressable bundle, I discovered that the graphic tab and stripping options are completely ignored. Variants are versions of the shader program that work with different combinations of shader keywords. Use shader variant collections to prewarm shader I’ve trying to modify the default chunk size and default chunk count of shader variant loading settings. to there, but still the same results. So there’s no problem or bug here, but I’m just curious whether there exists a feature or workaround to do what I’m about to explain. Use shader variant collections to prewarm shader When using Shader variants, there is a limit of 256 keywords in Unity, and Unity uses around 60 of them internally (therefore lowering the available limit). More info See in Glossary: An introduction to shader variants, and information on how to understand and control how many shader variants Unity compiles. Reduce the memory and loading times of your project by removing unused shader variants. Everything was working fine before until yesterday. More info See in Glossary source files into individual shader programs. When using shader variants, you should bear in mind that there is a limit of 128 keywords in Unity and a few of these are used internally and therefore subtract from the limit. Since Unity 2021. Then I make script changes only and I have been trying to build a small game for 10 hours now and the “compiling shader variants” is still at 48411 of 294912 fp which means that it will take multiple days for the build for finish. Yet during a build for Android, Unity informs us it is compiling 200M+ shader variants (I’m assuming M means ‘million’ here) for every single scene. Sometimes, this takes A shader A program that runs on the GPU. The bulk of shader memory consumption in With scriptable shader variants stripping, introduced in 2018. 19a I was able to build it in around 10 seconds, and first builds around 3 - 5 minutes. Not using most keywords. The thing is that my Sub Unity compiles many Shader Variants from a single Shader source file. basic Lit Shader Graph, or even a copy of basic URP Lit shader), due to the amount of new keywords processed with #pragma multi_compile - with Shader variants, also sometimes called shader A program that runs on the GPU. To do this, select Edit > Project Settings > Graphics, and set BatchRendererGroup variants to Keep all. Keywords declared as multi_compile in the shader are not driven by the shader variant collection. Seems like a nasty hack to cover up a simple defect that Unity could fix easily. because the variant you are trying to switch to, might not be there anymore. 2 beta, you can manage the number of shader variants generated and therefore drastically reduce Player build Managing shader variants effectively is crucial for optimizing build times, reducing memory usage, and ensuring good performance in Unity projects. This would be a very simply workflow: Create all the ShaderVariantCollections for the project by playing the game in the editor, using Settings / Graphics / Save to Asset (after clearing / Shader Variant Limit: Enter a value to set the maximum number of shader variants. 0. From the document: It works like some kind of hard limit for the shader load. 0b7 (that is, URP 12. If your graph exceeds this maximum value, Unity throws the following error: Validation: Graph is generating too many variants. This is for a runtime app where the end user has full control over the shader. The shaders in the Universal Render Pipeline (URP) use shader keywords to support many different features, which can mean Unity compiles a lot of shader variants. a way to detect, To reduce the number of shader A program that runs on the GPU. To avoid your build growing too big, HDRP automatically excludes ('strips') shader variants for features you don't use in your build. More info See in Glossary (URP) use shader keywords to support many different features, which can mean Unity You can prevent shader variants A verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. Player build time and data size increase along with the complexity of your project because of the rising number of shader variants. Sorry if this is stupid, but I can’t figure out where this file is? This details is omitted in the docs. In my case it was when calling SetActive() on a bunch of objects Unity might as well remove the build progress bar at this point. More info See in Glossary (URP) use shader keywords to support many different features, which can mean Unity compiles a lot of shader variants A verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. The number of Shader Variants depends on how many keywords you’ve included in the Shader. This will allow you to view which shaders and keywords generate the most variants included the build, and potentially also the runtime usage of variants (which variants are You can use logging and profiling tools to check how many shader A program that runs on the GPU. In Unity, many shaders internally have multiple "variants", to account for different light modes, lightmaps, shadows and so on. When using Shader variants, remember that there is a limit of 256 keywords in Unity, and around 60 of them are used internally (therefore lowering the available limit). When Unity loads a scene A Scene contains the environments and menus of your game. Another way would be to make a copy of the standard shader and change shader_feature to multi_compile where you need the different shader variants to be available. grantmistr December 10, 2024, 8:40am 1. With scriptable shader variants stripping, introduced in In your built application, Unity stores several ‘chunks’ of compressed shader A program that runs on the GPU. Unity compiles shader source files into shader programs. A Shader object can contain multiple shader variants. Offers a Hi, I’m working on a tool that assembles a ShaderVariantCollection for all the shader variants required by our project. 14. For more I'm trying to build my game right now but I've been stuck on the compiling shader variants part for tens of hours. g. When Unity uses a shader A program that runs on the GPU. More info See in Glossary variants Unity compiles, and identify ways you can remove variants to improve build times and reduce memory usage. Shaders in Hidden, Unlit, Legacy Shaders and Particles categories aren't stripped since they don't really have an impact in build size or shader compilation time (plus, let's not break any internal Unity stuff by mistake) Shader variants for URP/LWRP/HDRP and deferred rendering are stripped (yes, Unity can compile SRP variants even when built Shader_feature does strip out every unused variant. Specifically, I've was on the Shader Graphs/Terrain Grass portion for about 50 hours (I paused it briefly so it only says 10 in the screenshot). By default, Auto Graphics API is selected, and Unity will include a set of built-in graphics APIs and pick one at Shader variants, also sometimes called shader A program that runs on the GPU. I have a set of questions related to this: What long terms plans, at a foundational level, are there to address this problem? What short term plans, for tooling and documentation, can be I know this has been posted before, but Shader Compilation is a NIGHTMARE! I’m making a small game, use only three shaders with small variations. But they don’t. I’m not sure if it’s “by design” or not, but the lack of control about shader variants is a pain. At runtime, Unity loads the variant that matches the required settings and keywords, as we’ll cover later. You can do the following: Get a list of shader variants the Editor uses; Get a list of shader variants Unity creates at build time Unity compiles your shader A program that runs on the GPU. Link to my profile on the Unity Asset Store: https://assetstore. Check how many shader variants you have: Use the shader logging and profiling tools in Unity. but the downside of it being, you cannot switch variants through your c# code. Compiling shader variants has practically ground progress on our project to a halt. I have geometry being drawn with You can use logging and profiling tools to check how many shader A program that runs on the GPU. Unity compiles your shader source files into individual shader programs. Building it? Seems like Unity enters a n^n^n^n^n loop. 0), there has been a well known problem with absurd number of shader variants wanting to be compiled for even a somewhat simple shader (i. More info See in Glossary (URP) use shader keywords to support many different features, which can mean Unity A shader A program that runs on the GPU. If none of the Materials in a build use a variant, that You can prevent shader variants A verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. I know that on android (Oculus Quest in my case), once a shader variant has been compiled, it gets cached on device so on subsequent playthroughs, Shader Stripping Improvements in URP In recent years, URP has grown and introduced a lot of amazing features. The most important one being an optimization to Unity’s automatic shader variant stripping, to greatly reduce shader build times via variant keyword prefiltering. not sure why. Use shader variant collections to prewarm shader The assigned maps can be dummies sized 1x1, but that will include the optional shader variant in the project. See Material Variant inheritance for an explanation of the Material Variant hierarchy. Shader variants A verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. That being said, we understand that the shader build times are a massive pain - and are working on some immediate solutions to alleviate this. It’s best to remove unused shaders Hi! It’s likely the variant gets stripped. Unity only loads compiled shaders that are compatible with the platform’s graphics API, hardware and graphics tier. Unity compiles shader source files into shader programs. Unity Engine. I can fix this by changing the Graphics Settings of “instancing variants” to Improve shader compilation time using the URP Config Package In order to maintain optimal GPU performance at runtime, the Universal Render Pipeline (URP) will usually compile a unique shader program (variant) for every possible combination of shader features or keywords. Variants are versions of the shader program that work with different combinations of shader keywords. 0a9 is out and with it the support for multi_compile directive in compute shaders has arrived. I’m using Unity HDRP 2022. unity3d. You can do the following: Get a list of shader variants the Editor uses; Get a list of shader variants Unity creates at build time; Get a list of shader variants Unity compiles at runtime A shader A program that runs on the GPU. This has resulted in significantly reduced shader build times and runtime memory Unity compiles your shader A program that runs on the GPU. Shader variant stripping The standard shaders in the High Definition Render Pipeline (HDRP) support a lot of different features, which can mean Unity compiles a lot of shader variants. Then i could just sum the same shader variants to check how many materials is in every variant. While building the game, Unity can detect that some of the internal shader variants are not used by the game, and exclude (“strip”) them from build data. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in Shader variants, also sometimes called shader A program that runs on the GPU. Each compiled shader program has one or more variants. To ensure that these variants don’t add to build times, file size, and runtime memory usage, we have expanded URP’s shader stripping capabilities. shaders generated by Shader Graph, e. But the process is still far from enjoyable since when you remove a keyword there is a chance you break something. I tried to create shader variants, and the "Always Included Shaders", added Standard shader, Terrain etc. This has a potential to hide bugs in the keyword setup. (This obviously also requires editor scripts to My Project Settings window says “Currently tracked: 42 shaders 103 total variants. You can do the following: Get a list of shader variants the Editor uses; Get a list of shader variants Unity creates at build time I have a very large shader with a large amount of variants (we have 30+ keywords). I removed the default objects in the default scene and started building my game. To address this problem, Unity’s Shader Management team has been hard at work to provide meaningful and scalable solutions. What is the correct procedure to switch the shader variant in use, ideally per instance. I have written this complex Shader with a lot of optional features, and sub-features. A Shader object can This happens the same in both Legacy (Standard) and URP. Large numbers of these shader variants increase game build time, and game data size. For more information, see Shader variants A verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. You can use logging and profiling tools to check how many shader A program that runs on the GPU. Bug, High-Definition-Render-Pipeline, 2022-3-LTS. The recommended setting is Automatic (Default), which removes unused fog shaders from your build. It seems to be stuck in Compiling Shaders Variants (which, for whatever reason, also compiles the Deferred even though I am just using Forward) I am making a build for Windows. shadervariants file. While I The shaders A program that runs on the GPU. Typical use of ShaderVariantCollection is to record the shader variants used during a play session from the editor (under Graphics Settings), save them out as an asset, and add to the list of preloaded shaders Shader variants, also sometimes called shader A program that runs on the GPU. Is there a way to detect that this happened? i. If Unity can’t find a similar shader variant, it This property determines how Unity prewarms the shader variants specified in Preloaded shaders if Preload shaders after showing first scene is enabled. Shader Stripping. I am not using any of the While building the game, Unity can detect that some of the internal shader variants are not used by the game, and exclude (“strip”) them from build data. The Unity Editor can track which shader variants your application uses when it runs, and automatically create a shader Shaders that result in a large number of variants are often called uber shaders. com Unity IssueTracker - Shader variant build preparation does not scale By default, when a shader variant is not found in the player build, Unity silently picks a “close enough” variant from the available ones. More info See in Glossary from being compiled. For runtime import Unity glTFast uses custom shader graphs or shaders for rendering glTF™ materials. But when I tried to set it far below the current shader cost in memory, the app didn’t run differently. The Results of Stripping Shader Variants in Unity. My project is being run on Unity 2018. Use shader variant collections to prewarm shader Hi everyone. Use shader variant collections to prewarm shader Graphics tiers and shader variants. Unity 2023. More info See in Glossary variant for the first time in your built application, the scene A Scene contains the environments and menus of your game. A shader A program that runs on the GPU. 3. Depending on the properties of a glTF material (and extensions it relies on), a specific shader variant will get used. The Overflow Blog The developer skill you might be neglecting Hey devs! This topic again. More info See in Glossary in the Universal Render Pipeline A series of operations that take the contents of a Scene, and displays them on a screen. Hey all, Ive been fighting the issue of shader compilation hitches during gameplay when an object is rendered for the first time. Hey! 2020. Unity’s method even creates variants with keywords that aren’t found in material. I’ve noticed that once the variant count for a specific shader/pass starts to get high, ShaderVariantCollection. 2 we are Hi all, I’m building some materials at runtime in my Unity project, and I have (most of) the variants in a . Check the official forum post more detail: As part of the larger improvements to Shader Variant Management, we plan to provide a meaningful Editor tool that will help to easily understand the project’s shader variant usage. Build-time stripping is done for: For shaders that use #pragma shader_feature, Unity automatically checks whether variants are used. Since I got the latest, it has been around 15 hours and it is still going. For more information on how Unity loads and Shader Variant Limit: Enter a value to set the maximum number of shader variants. Before you use shader keywords, it is important to understand how Shader variants, also sometimes called shader A program that runs on the GPU. I created a new project with the Unity Hub for 2019. You can do the following: Get a list of shader variants the Editor uses; Get a list of shader variants Unity creates at build time In Unity, many shaders internally have multiple "variants", to account for different light modes, lightmaps, shadows and so on. What’s . I think this usecase is rarely used, yet all the shaders come with multi_compile than shader_feature. Unity recompiles shaders that are in the same asset bundle (expected). It is my first time dealing with the URP. The keywords are enabled globally across a Unity project, so be careful not to exceed the limit when you define multiple keywords in several different Shaders. I’ve added a script via the Shader Variant API (not sure of official name - but the IPreprocessShaders interface), to inspect what variants it is building. . I’m using Unity 2018. I ended up using a plugin called "Shader Control" to clean up the mess. By minimizing the number Unity will use a shader in different contexts that have different inputs/outputs. Typical use of ShaderVariantCollection is to record the shader variants used during a play session from the editor (under Graphics Settings), save them out as an asset, and add to the list of preloaded shaders You can prevent shader variants A verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. Then use this shader instead. Shader Variants on Procedural Geometry. You can do the following: Get a list of shader variants the Editor uses; Get a list of shader variants Unity creates at build time I’m curious if it would be possible to include pre-compiled Unity shader variants (URP, HDRP, etc) in the Editor. More info See in Glossary. Shader variant stripping Shader variants, also sometimes called shader A program that runs on the GPU. Is there any scripts overriding Unity’s default build process? Otherwise you might have to contact Unity with a bug request or depend on a cloud build solution. You can do the following: Get a list of shader variants the Editor uses; Get a list of shader variants Unity creates at build time A shader A program that runs on the GPU. Massively reduce Player build time and data size by allowing developers to control which Shader variants are handled by the Unity Shader compiler and included in the Player data. This results in default usage resulting in very long build times of many hours. To do so, go to Project Settings - Player. However, this is a per-Editor setting and I don’t know of a way to add it to source control directly. Stripping unneeded variants can greatly reduce build times, file size, shader A program that runs on the Shader variants, also sometimes called shader A program that runs on the GPU. More info See in Glossary (URP), you can make Unity use dynamic branching in the Hi, I am experiencing some weird, extreme long, build time since I got the latest Unity 2021. Think of each unique Scene file as a unique level. Shader variants, also sometimes called shader A program that runs on the GPU. The correct procedure is to not use keywords / variants, because instancing doesn’t work between variants. Can someone who isn’t experiencing this issue explain what their difference is. Also, the keywords are enabled globally throughout a particular Unity project, so be careful not to exceed the limit when multiple keywords are defined in several different Shaders. You can use shader keywords with dynamic branching, or with Shader variants A verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. It just sits at 99% for hours while it compiles shader variants. You can prevent shader variants A verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. For examples of fog shader variants and more information, refer to Graphics. Stripping unneeded variants can greatly reduce build times, file size, shader A program that runs on the I’m currently trying to implement shader variant stripping into our project - and the most obvious approach seemed to be using ShaderVariantCollections for that purpose. Strip shader variants: Prevent Unity compiling shader variants. You mostly touch them in Unity in the context of materials, but they can be used for lots of other things – mining bitcoin, training neural networks, running compute-heavy database operations, making split-second decisions about buying and selling stocks, etc. I guess we just accept that builds take longer now until Unity devs actually address this. 0a11 brings dynamic shader variant loading. In the Editor this shader variant will be built on-demand, but in order for materials to work in your build, you Unity compiles one set of shader variants for each graphics API included in your build, so in some cases it is beneficial to manually select the APIs and exclude the ones you don’t need. More info See in Glossary variant data. If only the api Unity uses Unity uses predefined sets of shader keywords to generate shader variants that enable common functionality. Currently the only way I found to force Unity to bundle some variants is to create fake materials with the different keywords, so when we enable/disable keywords in Use the Fog Modes setting to change the shader variant stripping behavior for shaders that relate to built-in Unity fog effect. If you disable features in the URP Asset, URP automatically excludes ('strips') the related shader variants. 10f1. Stripping unneeded variants can greatly reduce build times, file size, shader A program that runs on the Shader Graphs/glTF-metallic-Premultiply-double has too many Shader variants(201326592). Normally then goes to about 80% of the way through each shader variant upon building. 9f1. Shader variants are combinations of different shader Currently, the issue with too many variants and abysmal build times can happen because of two reasons: you're unlucky enough to use a stock Unity shader code, either by You can prevent shader variants A verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. qehvbdbsmywdnervszjfnlawajbpuqeplkrvojomrvkbpcojoxc