I was reading this thread
Hello guys,
I have spent several days googling and reading about this problem and I couldn’t find any definitive answer to this problem.
When I build my project to test it in my Android phone, the compiling shader variants takes a lonnngggg time. Mainly in "standard (specular setup).
Is anyone else here have had the same problem and if so, has anyone found a clear and real solution for this?
Regards,
Carlos
and they were discussing how shader variants are built for each graphics API that is enabled.
This make no sense to me since you select which platform you’re building for. Does Unity actually build shader variants for Vulkan & OpenGL even though I’m targeting just a Windows build?
jnbbender:
I was reading this thread
https://discussions.unity.com/t/710529
and they were discussing how shader variants are built for each graphics API that is enabled.
This make no sense to me since you select which platform you’re building for. Does Unity actually build shader variants for Vulkan & OpenGL even though I’m targeting just a Windows build?
There is vulkan and opengl versions that targeting pc, these apis not limited to mobile. You can uncheck automatic graphic api and select manually.
Didn’t realize that. I thought Vulkan was specific to Mac.
no, Metal is specific to mac.