I would like official to further decrease build time massively for urp/hdrp since currently it’s still slow even after official ships the relevant improvement. From what I see the core of problem behind is urp/hdrp only start checking and go through every shader one by one and do the variant stripping at build time instead of urp/hdrp already aware and understand all the shader setup at authoring time that each new changes urp/urp will already prepared all the setup and data and no longer to check anything one by one. I think official needs to improve this area and rewrite this part to really make shorten build time massively. At very least should equal to built-in rp build time.
Bump
Hey,
We recently landed an important optimization in the form of “Shader Variant Prefiiltering”, which aims to filter our unneeded shaders keywords in order to greatly reduce shader variant processing times. We are working to improve the render pipeline and feature coverage of shader variant prefiltering, in order to further reduce project build times.
You can read more about this in the official blog post, as well as the following thread:
Beyond this, we are also investigating further improvements to shader variant management at large. Our aim is to introduce better tools and workflows for analysing your project’s shader variant generation/usage, and more effective ways to control shader variant generation, filtering and stripping.
You can follow our progress, and submit feedback and requests directly in our public roadmap:
https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/c/1389-improved-shader-variants-management?utm_medium=social&utm_source=portal_share
Awsome. Still waiting tooling for this. Btw actually is that not possible to make it much more auto that when unity user author the material and shader, it will just automatically figure out itself and do the stripping at authoring?
Shader prefiltering and stripping runs automatically at build time, based on your project and render pipeline asset settings. We will definitely consider automation when possible, while taking factors such as the target platform’s performance considerations, and the degree of runtime control required for shader features.