Uber Plugin for Post Processing Stack is HUGE

This question was slightly asked in the main post-processing-stack thread, but it didn’t really get answered there and it’s critical enough for us that it seems like it needs its own thread.

Man, I like the effects, but 3.3MB is just not practical to tack on to a WebGL build. Can Unity please comment on whether there are plans to lighten that significantly or should we just plan on abandoning it?

It’s really sad because it’s a great effect.

3mb is HUGE?

For our WebGL clients, sadly, yes. With a WebGL release serving 200 students all logging on simultaneously at a school with poor bandwidth to begin with, yes. It’s crushing. It’s bigger than the core download of the entire Unity engine.

With Brotli compression it adds about 2.5MB . . . or roughly doubles the size of the core engine download.The alternatives aren’t perfect though. Amplify Occulsion adds .3MB and Amplify Boom adds .6MB.

After stripping the LensDirt textures, Utility folder and excluding the Editor folders it’s only 1.79mb in the Editor.

That would be a great reduction. Are you saying you’re getting the total impact on build size that small? My total test build size with an empty scene with just a cube clocks in at 3.33. That’s including the code, data, json, everything. When I add PostProcessing, it jumps up to 5.98MB. Deleting the LensDirt textures entirely didn’t affect actual build size. There are some tiny image files I could scrape out, but most of it appears to be the Uber dll and some required scripts.

Build Report

Build Report
Uncompressed usage by category:
Textures 262.0 kb 1.7%
Meshes 0.0 kb 0.0%
Animations 0.0 kb 0.0%
Sounds 0.0 kb 0.0%
Shaders 3.7 mb 24.9%
Other Assets 16.6 kb 0.1%
Levels 133.8 kb 0.9%
Scripts 690.5 kb 4.6%
Included DLLs 3.9 mb 26.8%
File headers 13.4 kb 0.1%
Complete size 14.7 mb 100.0%

Used Assets and files from the Resources folder, sorted by uncompressed size:
3.3 mb 22.7% Assets/PostProcessing/Resources/Shaders/Uber.shader
88.3 kb 0.6% Resources/unity_builtin_extra
44.5 kb 0.3% Assets/PostProcessing/Resources/Shaders/DepthOfField.shader
31.1 kb 0.2% Assets/PostProcessing/Resources/Shaders/AmbientOcclusion.shader
29.1 kb 0.2% Assets/PostProcessing/Resources/Shaders/MotionBlur.shader
27.5 kb 0.2% Assets/PostProcessing/Resources/Shaders/ScreenSpaceReflection.shader
18.9 kb 0.1% Assets/PostProcessing/Resources/Shaders/TAA.shader
18.4 kb 0.1% Assets/PostProcessing/Resources/Shaders/GrainGen.shader
17.6 kb 0.1% Assets/PostProcessing/Resources/Shaders/FXAA.shader
16.4 kb 0.1% Assets/PostProcessing/Resources/Shaders/BuiltinDebugViews.shader
15.9 kb 0.1% Assets/PostProcessing/Resources/Shaders/LutGen.shader
15.2 kb 0.1% Assets/PostProcessing/Resources/Shaders/Bloom.shader
8.5 kb 0.1% Assets/PostProcessing/Resources/Shaders/EyeAdaptation.shader
7.0 kb 0.0% Assets/PostProcessing/Resources/Bluenoise64/COPYING.txt
6.2 kb 0.0% Assets/PostProcessing/Resources/Shaders/Fog.shader
6.2 kb 0.0% Assets/PostProcessing/Resources/Shaders/EyeHistogram.compute
4.1 kb 0.0% C:/Program Files/Unity 2017.1/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll
4.1 kb 0.0% C:/Program Files/Unity 2017.1/Editor/Data/UnityExtensions/Unity/GUISystem/Standalone/UnityEngine.UI.dll
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1.5 kb 0.0% C:/Program Files/Unity 2017.1/Editor/Data/UnityExtensions/Unity/Timeline/Runtime/UnityEngine.Timeline.dll
1.0 kb 0.0% Assets/New Post-Processing Profile.asset
0.7 kb 0.0% C:/Program Files/Unity 2017.1/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll
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0.4 kb 0.0% C:/Program Files/Unity 2017.1/Editor/Data/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll
0.4 kb 0.0% Assets/PostProcessing/Resources/Bluenoise64/LICENSE.txt
0.3 kb 0.0% C:/Program Files/Unity 2017.1/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll
0.1 kb 0.0% Assets/PostProcessing/Runtime/Components/ScreenSpaceReflectionComponent.cs
0.1 kb 0.0% Assets/PostProcessing/Runtime/Models/ScreenSpaceReflectionModel.cs
0.1 kb 0.0% Assets/PostProcessing/Runtime/Components/ChromaticAberrationComponent.cs
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There are a lot of shaders and lookup textures being included in the resources folder. It would be nice if it didn’t use the resources folder and found a way to include only what you actually use in the build.

Yes my build time was about 10 seconds when testing a single optimized scene before I downloaded post-processing stack just to include a vignette effect. Now I’ve been waiting for 8 minutes already and it’s still ‘Packaging assets - resources’ … I was told Unity officially discouraged using the Resources folder. This is a very clumsy solution.

@jRocket @bigbrainz

This problem has been fixed in v2, you can see here there is no Resources folder anymore.
If you want/have to stick to v1, then you need to do it yourself:

  • Rename the Resources folder to whatever you want
  • Make sure to add the shader you want to bundle in the build to the “Always included shader” list in the project settings (or it’ll fail at runtime)

Hope that helps.

1 Like

Thanks @Marco-Trivellato , is this a fresh update today? Because the latest V2 version that I’ve downloaded from the Unity Asset store just yesterday that had this issue.

I also had another issue with that version: after 20 minutes of build time it even failed building because of shader errors when I built it for android (Unity 2017.1.0f3). This was present both with V1 and V2 as of yesterday before your post, not sure if you’ve also fixed that?

All I know is that on Github you can find the very latest one :slight_smile:

I suggest you post your questions to the Image Effects forum.