Any way to reduce shader variations for Lit shader in URP?

Is there any way to reduce shader variation compilation that takes hours every time a Unity Editor is being upgrades? Specifically for Lit shader?
I am feeling I am not actually using that many variations in the Lit shader?

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Hi :slight_smile:

we have listed a lot of insights in this post by @mingwai. It also links to a blog post we have published earlier.

Shader build times is one of our top priorities for future releases to significantly reduce the iteration time. Warm builds should be much faster already.

Best,
Oliver