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4
votes

(Please) Revert shader variant precompilation.

Graphics

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Shader variant precompilation has been a nightmare for projects which utilise runtime loaded assets, or assets which rely on scripts to enable/disable shader keywords.

The short fact is you can't always anticipate every possible shader use - Shader Variant Collections, don't always solve the problem either (some effects simply require a large number of variants to be packaged). At this very minute, I'm compiling a project to try test if a missing variant is the problem - it's taken 15 hours, and currently has over 40gb in the projects shader cache (... and counting).

Finally, the precompiled shaders can occupy significant space - the Standard shader often compiles to many megabytes for us, and it is on the simpler end of the spectrum.

Please at least, provide the option to indicate a shader should be compiled at runtime on demand, and not rely on precomputed shaders.

Comments (1)

  1. 436235f50ac4866e3e58bcbce1507663?d=mm

    AFrisby

    Dec 06, 2017 07:16

    Another potential fix would be 'have the capacity to compile at runtime, if the precompiled variant is missing' (then we could at least force the variant to go missing when we didn't want it.)

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