Why does Unity Standard Shader take up so much memory on mobile phones? I checked the logs and saw only 5 variants of Standard Shader
Shader variants maybe?
It should strip them, but it doesn’t seem like it’s doing so
I considered the issue of variants, but at runtime, there are only 5 variants, and I wonder why only 5 variants take up so much memory. And I think 5 variants are reasonable, because there are different effects to show. What calculations of the Standard Shader cause such high memory usage, does this mean that the Standard Shader is not suitable for use on mobile terminals?
I’m not sure, I mainly use URP these days with Simple Lit for mobile
Thanks for your answer . URP is a good solution, but for operational projects, the upgrade cost is too high. I found a better-performing plug-in, OmniShade, which is more powerful and has better performance than Standard Shader. It also includes a URP version. The test results are good. For me, a non-professional TA, this is a better choice.