Hi guys,
how to reduce Shader Variant Compiletime for VR with LWRP?
With the default LWRP VR Scene building Shader Variants takes over 20000 variants for posteffects.
I’ve a buildtime for this of around 30min to 45min. That isn’t practicable for testing on android.
How can I reduce those?
I heard that this is possible by stripping them, but the process for that isn’t well documented. Especially the possible keywords for that.
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Agreed, the whole Shader Variants thing in recent versions of Unity is totally out of control, especially on Android. I long for the days when there were just a half-dozen shaders to choose from, and in any professional game, coders wrote custom shaders to perfectly fit the needs of their particular game.
(In fact we still do that, especially on mobile VR, and yet we also sit through Unity compiling 20000 variants of shaders we’re not even using.)
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