Why does the Unity Editor create so many Unity Shader Compiler processes?

I am working on optimizing a project which is targeted for Universal Windows Platform (Hololens). I’ve cleaned up unused/preview packages, and am working on configuring the quality settings for the game. I noticed that task manager shows multiple instances of the Unity Shader Compiler process, see the attached image image.

My questions are as follows :

  • Is this normal ?

  • Does the number of processes have an impact on the performance of the game?

  • If this is not normal, and/or impacts the performance of the game, how can I decrease the amount of processes create / improve performance?

This is done to compile shaders in parallel.

Quick question on this. Are they supposed to always be there taking up memory? I figured that once the shaders are compiled, the processes would close? They are just always there for me.

1 Like

No, the processes are not shut down at the moment.

1 Like