Unity 2019.1.0f2, Issue with shader preloading (bug?)

How come “currently tracked” now include all shaders, used or unused. Clicking “clear” does nothing anymore.
Did a clean test new fresh project, saving collection to asset. If shader is used in a material its included in collection no matter the materials use.

I’ve resorted to use an old collection made in 2018 as the current “save to asset” include all the unused materials from Amplify and even Polybrush … whom wont even compile to android.

Am I missing something, or have this been messed up?

Manually deleting “EditorEncounteredVariants” in the shadercache folder works as a way of clearing the list of “currently tracked” shaders.

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