另外呢,平时开发项目涉及到一些问题,比如如果shader跟材质是分开打ab包的话,你所有变体都需要记录到svc文件中,不要指望什么multi_compile_instancing的变体会自动保留哈,除非你shader剔除里面选项选了keep all,保留全部shader,如果选择Strip Unused,则某些变体你打完包之后就发现不在了。 最后个人觉得依赖unity自己的变体...
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 + "...
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....
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_RENDER_ON, UNITY_SINGLE_PAS...
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...
Fixed an issue where Pixel lighting variants were stripped in builds if another URP asset had Additional Lights set to Per Vertex case 1263514 Fixed an issue where transparent meshes were rendered opaque when using custom render passes case 1262887 Fixed regression from 8.x.x that increased launch...
First Person Template: A loading error is displayed in console when the Editor loads the project for the first time. Workarounds are to ignore the error or reload the project. 2020.3.48f1 Release Notes Improvements Animation: Reduced the number of GC allocations when calling Animator.GetParameter...
m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: 3000 stringTagMap: RenderType: Transparent disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 m_TexEnvs: - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _...
are 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 the asset then all _ADDITIONA_LIGHTS variants // will be stripped from build // 2) Invalid combinations are stripped. e...
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...