Hi! Thanks for the request!
To clarify - are you thinking of per variant breakdown for a particular shader? Could you expand what would make it more actionable for you?
For context - we’ve improved recently shader memory tracking by correctly showing per shader memory in memory profiler(s) (available and backported - 2021.2.0a2, 2021.1.0b3, 2020.2.3f1 and 2019.4.20f1).
We are working on latest 2020.3 build with URP so have everything you mentioned
Few years ago I have never thought so shaders itself can consume a lot of memory and high level chart without shaders in it was ok:
But today with URP it is not the case and now wee need high level info to see it ASAP because shaders can take most amount of memory bundget:
Dont have screen of unfolded shaders section but there is 3 URP/Lit shaders 96 MB each
So just to know we have bad shaders memory consumption in project - shaders category in top image can be very usable.
To somehow know why we have so much memory consumed by shaders, why all this shader variants actually loaded into memory, what shader variants actually compiled into build there will be very good to have by shader variant breakdown in detailed view.
P.S.: Android player dont know it shader memory concumption at all, unity treat shader memory as some external allocated. Only iOS player can show actual shader consumption for now.
Thanks for that feedback, adding Shader memory to the list of top level counters sounds like a good idea we’ll explore. just gonna have to double check if none of that memory would already be (partially) covered by Graphics memory if we want to use it in the new breakdown bar UI.