9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
77 lines
6.6 KiB
Markdown
77 lines
6.6 KiB
Markdown
# Shader Stripping
|
|
|
|
The shaders in the Universal Render Pipeline (URP) use [shader keywords](https://docs.unity3d.com/Manual/shader-keywords) to support many different features, which can mean Unity compiles a lot of [shader variants](https://docs.unity3d.com/Manual/shader-variants).
|
|
|
|
If you disable features in the [URP Asset](universalrp-asset.md), URP automatically excludes ('strips') the related shader variants. This speeds up builds, and reduces memory usage and file sizes.
|
|
|
|
For example, if your project doesn't use shadows for directional lights, by default Unity still includes variants that support directional light shadows in your build. If you disable **Cast Shadows** in the URP Asset, URP strips these variants.
|
|
|
|
If you want to examine the code that strips shaders in URP, see the `Editor/ShaderPreprocessor.cs` file. The file uses the [IPreprocessShaders](https://docs.unity3d.com/ScriptReference/Build.IPreprocessShaders.html) API.
|
|
|
|
For more information on stripping shader variants, see the following pages:
|
|
|
|
- [Check how many shader variants you have](https://docs.unity3d.com/Manual/shader-how-many-variants.html).
|
|
- See the [standard guidance about shader stripping](https://docs.unity3d.com/Manual/shader-variant-stripping.html), which applies to all render pipelines.
|
|
|
|
## Strip feature shader variants
|
|
|
|
By default, URP compiles variants where a feature is enabled, and variants where a feature is disabled.
|
|
|
|
To reduce the number of variants, you can enable **Strip Unused Variants** in the [URP Global Settings](urp-global-settings.md) and do the following:
|
|
|
|
- Disable a feature in all URP Assets in your build, so URP keeps only variants where the feature is disabled.
|
|
- Enable a feature in all URP Assets in your build, so URP keeps only variants where the feature is enabled.
|
|
|
|
If you disable the **Strip Unused Variants setting**, URP can't strip variants where the feature is disabled. This might increase the number of variants.
|
|
|
|
### Disable a feature
|
|
|
|
To let Unity strip variants related to a feature, make sure you disable it in all the URP Assets in your build.
|
|
|
|
Unity includes the following URP Assets in your build:
|
|
|
|
- The URP Asset you set as the default render pipeline asset in [Graphics Settings](https://docs.unity3d.com/Manual/class-GraphicsSettings.html).
|
|
- Any URP Asset you set as a **Render Pipeline Asset** in a [Quality Settings level](https://docs.unity3d.com/Manual/class-QualitySettings.html) you enable for the current build target.
|
|
|
|
Avoid including URP Assets in your build that use different [rendering paths](urp-universal-renderer.html#rendering-path-comparison) because this causes Unity to create two sets of variants for each keyword.
|
|
|
|
| **Feature** | **How to disable the feature** | **Shader keywords this turns off** | **Rendering Path** |
|
|
| - | - | - | - |
|
|
| Accurate G-buffer normals | Disable **Accurate G-buffer normals** in the URP Asset. This has no effect on platforms that use the Vulkan graphics API. | `_GBUFFER_NORMALS_OCT` | Deferred |
|
|
| Additional lights | In the **URP Asset**, in the **Lighting section**, disable **Additional Lights**. | `_ADDITIONAL_LIGHTS`, `_ADDITIONAL_LIGHTS_VERTEX` | Forward |
|
|
| Ambient occlusion | Remove the [Ambient Occlusion](post-processing-ssao.html) Renderer Feature in all Renderers that URP Assets use. | `_SCREEN_SPACE_OCCLUSION` | Forward and Deferred |
|
|
| Decals | Remove the [Decals](renderer-feature-decal.html) Renderer Feature in all Renderers that URP Assets use. | `_DBUFFER_MRT1`, `_DBUFFER_MRT2`, `_DBUFFER_MRT3`, `_DECAL_NORMAL_BLEND_LOW`, `_DECAL_NORMAL_BLEND_MEDIUM`, `_DECAL_NORMAL_BLEND_HIGH`, `_DECAL_LAYERS` | Forward and Deferred |
|
|
| Fast sRGB to linear conversion | In the **URP Asset**, in the **Post-processing** section, disable **Fast sRGB/Linear conversions**. | `_USE_FAST_SRGB_LINEAR_CONVERSION` | Forward and Deferred |
|
|
| Holes in terrain | In the **URP Asset**, in the **Rendering** section, disable **Terrain Holes**. | `_ALPHATEST_ON` | Forward |
|
|
| Light cookies | Remove [Cookie textures](https://docs.unity3d.com/Manual/Cookies.html) from all the lights in your project. | `_LIGHT_COOKIES` | Forward and Deferred |
|
|
| Light layers | Disable [Light Layers](features/light-layers.md). | `_LIGHT_LAYERS` | Forward and Deferred |
|
|
| Reflection Probe blending | Disable [Probe Blending](lighting/reflection-probes.html#configuring-reflection-probe-settings). | `_REFLECTION_PROBE_BLENDING` | Forward and Deferred |
|
|
| Reflection Probe box projection | Disable [Box Projection](lighting/reflection-probes.html#configuring-reflection-probe-settings). | `_REFLECTION_PROBE_BOX_PROJECTION` | Forward and Deferred |
|
|
| Render Pass | Disable **Native Render** in all Renderers that URP Assets use. | `_RENDER_PASS_ENABLED` | Forward and Deferred |
|
|
| Shadows from additional lights | In the URP Asset, in the **Additional Lights** section, disable **Cast Shadows**. | `_ADDITIONAL_LIGHT_SHADOWS` | Forward and Deferred |
|
|
| Shadows from the main light | In the URP Asset, in the **Main Light** section, disable **Cast Shadows**. The keywords Unity removes might depend on your settings. | `_MAIN_LIGHT_SHADOWS`, `_MAIN_LIGHT_SHADOWS_CASCADE`, `_MAIN_LIGHT_SHADOWS_SCREEN` | Forward and Deferred |
|
|
| Soft shadows | In the URP Asset, in the **Shadows** section, disable **Soft shadows**. | `_SHADOWS_SOFT` | Forward and Deferred |
|
|
|
|
## Strip post-processing shader variants
|
|
|
|
Enable **Strip Unused Post Processing Variants** in [URP Global Settings](urp-global-settings.md) to strip shader variants for [Volume Overrides](VolumeOverrides.md) you don't use.
|
|
|
|
For example if your project uses only the Bloom effect, URP keeps Bloom variants but strips all other post-processing variants.
|
|
|
|
Unity checks for Volume Overrides in all scenes, so you can't strip variants by removing a Scene from your build but keeping it in your project.
|
|
|
|
| **Volume Override removed** | **Shader keywords this turns off** |
|
|
| - | - |
|
|
| Bloom | `_BLOOM_HQ`, `BLOOM_HQ_DIRT`, `_BLOOM_LQ`, `BLOOM_LQ_DIRT` |
|
|
| Chromatic Aberration | `_CHROMATIC_ABERRATION` |
|
|
| Film Grain | `_FILM_GRAIN` |
|
|
| HDR Grading | `_HDR_GRADING` |
|
|
| Lens Distortion | `_DISTORTION` |
|
|
| Tonemapping | `_TONEMAP_ACES`, `_TONEMAP_NEUTRAL`, `_TONEMAP_GRADING` |
|
|
|
|
You should also enable **Strip Screen Coord Override Variants** in URP Global Settings, unless you override screen coordinates to support post processing on large numbers of multiple displays ('cluster' displays).
|
|
|
|
## Strip XR and VR shader variants
|
|
|
|
If you don't use [XR](https://docs.unity3d.com/Manual/XR.html) or [VR](https://docs.unity3d.com/Manual/VROverview.html), you can [disable the XR and VR modules](https://docs.unity3d.com/Documentation/Manual/upm-ui.html). This allows URP to strip XR and VR related shader variants from its standard shaders.
|