Shader stripping during build - explanation of the log message

Hello, what does this mean when I see such log output:

STRIPPING: Hidden/Shader/GlitchImageEffect (Pass 0 pass) (Vertex) - Remaining shader variants = 1/1 = 100% - Total = 320/5452 = 5,869406%

Does this mean that this shader pass / shader was stripped (removed) from the build?

If yes, why this happens - I added this shader to the always include list:

Thanks,
S.

@SebLagarde Does anyone from the your team is ever looking at these messages here?

How I am supposed to work around such issues when nobody cares to provide any response?

Hm, I don’t know the reason but I shipped a game with Unity 2019.3.13 and custom passes working in game. Maybe it’s related to the specific shader code.

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@Bordeaux_Fox thanks for replying. Is there any chance you can share shader code, without actual effect code, just declarations and includes? At this point I am kind of a desperate since there’s absolutely no clue what’s happening.

Shader stripping is at lowest setting, I turned on build shader debug and only thing I got is this:

STRIPPING: Hidden/Shader/GlitchImageEffect (Pass 0 pass) (Vertex) - Remaining shader variants = 1/1 = 100% - Total = 320/5452 = 5,869406%

So it seems that shader is being stripped, but I don’t understand why.

Thanks,
S.

What I did is simply take the official samples from Unity about custom passes as a template. Not sure if they are outdated for your versions. But it is good to start with them to get things working.