I’m building a VR project using, URP, OpenXR for Quest. Using, “Single Pass Instance \ Multiview”,
this uses the keyword “STEREO_MULTIVIEW_ON” (the alternative is “STEREO_INSTANCING_ON”), but there seems to be no built in system to strip the variant with it off. Because of this, every single shader has all their variants doubled by this one keyword, the multiview_on and off variants. Stripping the variant with this off greatly reduces my shader variant count.
Is there any reason why I would not want to strip the variants without this keyword in a VR project? Wouldn’t it always want to be on for every shader since this is a VR project? Is this an oversight for Unity built-in stripping?