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It is quite easy to get the variant counts into range of millions by having lots of multi_compile in the shaders. And URP does. What matters more...
Either some bumps on the release process or maybe I read our release calendar badly... Sorry for the delay. In any case, 2021.2.12f1 is out now.
It should be out Feb 16th if the release process goes smoothly.
Any issues with shader variants missing from the build that started happening around 2021.2.8 is very likely due this same root cause and will be...
The fix will be in 2021.2.12f1
Ah, sorry about the broken link. It appears that the public issue tracker entry was removed as I changed the internal bug case to be a backport...
Hey! I can verify that there is a bug :) Fortunately it's only affecting 2021.2. The fix is incoming. Thanks for reporting this! (Edit: Removed...
We've filed a bug report on this behavior so it will actually get fixed. https://issuetracker.unity3d.com/issues/shader-cache-grows-indefinitely...
Hey! I took a dive in this one and turns out it is a mistake in the Weather Maker shader side. WeatherMakerCoreShaderInclude.cginc contains this:...
Hi! The reason why we use this uint array for structured buffers is that HLSLcc translates shader code by parsing DX bytecode produced by the FXC...
Unfortunately we don't have UNITY_EDITOR macro for shaders atm. Having Editor-only variants for debug visualization is a perfect use case for...
Nope. shader_feature on the regular shaders basically checks if the variant is referenced by any Material in the project. As long as there is no...
With the new variant system you don't have separate kernel index for each variant. You'll just find the base kernel and then enable the keywords...
Yeah, utilizing this feature on systems that need to work also on older versions might need some trickery atm. Unfortunately right now the...
Hey! 2020.1.0a9 is out and with it the support for multi_compile directive in compute shaders has arrived. Creating compute shader variants has...
If you know in advance that only a subset of variants is needed in the build, you could remove the shader from the "always include" list and...
Deleting the Library folder is likely an overkill. Re-importing the offending shader should do the trick as well (or re-importing all shaders in...
Yes, it is still more of an opt-out solution. In practice this is a balancing act between getting rid of editor stalls and the amount of user...
Hey again! 2019.1.0a15 will bring in some improvements and fixes on this. First of all, async shader compilation will only happen in game/scene...
Hi! This sort of issues are often caused by people mistakenly adding some complex shader in the "Always Included Shaders" list in the graphics...