SHADOWS_SHADOWMASK Fog modes: FOG_LINEAR, FOG_EXP, FOG_EXP2 Instancing Variants: INSTANCING_ON Furthermore, when Virtual Reality support is disabled, the shader variants with the following built-in enabled keywords are stripped: STEREO_INSTANCING_ON, STEREO_MULTIVIEW_ON, STEREO_CUBEMAP_...
stripped from the build depending on: // 1) Settings in the URP Asset assigned in the GraphicsSettings at build time // e.g If you disabled AdditionalLights in all the URP assets then all _ADDITIONA_LIGHTS variants // will be stripped from build // 2) Invalid combinations are stripped....
void LogVariantCount () { if (pipelineAsset == null) { return; } int finalCount = shaderVariantCount - strippedCount; int percentage = Mathf.RoundToInt(100f * finalCount / shaderVariantCount); Debug.Log( "Included " + finalCount + " shader variants out of " + shaderVariantCount + "...
iOS: Fixed crash on warming up shader variants with procedural instancing (UUM-10114) Kernel: Improved termination of player connection. macOS: Fixed code sign of ppc fat dylibs. (UUM-2196) Networking: Fixed texture leak when UnityWebRequest is used with DownloadHandlerTexture and a texture is...
[SerializeField][Tooltip("Allow GPU instanced versions of variants in collection even when instancing keywords not in collection.")] bool _allowInstancedVariants;[SerializeField][Tooltip("Shaders matching these names will be ignored (not stripped)")] ...
Unity uses predefined sets of shader keywords to generate shader variants that enable common functionality. 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_...
m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 m_TexEnvs: - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Flo...
// e.g If you disabled AdditionalLights in the asset then all _ADDITIONA_LIGHTS variants // will be stripped from build // 2) Invalid combinations are stripped. e.g variants with _MAIN_LIGHT_SHADOWS_CASCADE // but not _MAIN_LIGHT_SHADOWS are invalid and therefore stripped.#...
To understand the scriptable shader variants stripping feature it is important to have a precise understanding of the different concepts involved. Shader asset: The full file source code with properties, sub-shader, passes, and HLSL. Shader snippet: The HLSL input code with dependencies for a sing...
m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 m_TexEnvs: - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _DetailAlbedoMap: m...