Search Issue Tracker
Fixed in 2022.1.X
Fixed in 2019.4.X, 2020.3.X, 2021.2.X
Votes
0
Found in
2019.4
2022.1
Issue ID
1375627
Regression
No
Go wide on shader compression
Shader compression is currently single-threaded and frequently takes >1 minute (HDRP scenario). For large shaders it can actuallly take longer to compress the results than it takes to compile the shader variants.Seems like there could potentially be some easy player build wins from going wide on this compression task.
Tested in 2021.2b16 + HDRP 2021.2/staging.
Some timings from a recent player build
Compressed shader 'HDRP/Lit' on d3d11 in 75.56s from 447.65MB to 116.39MB
Compressed shader 'Hair/KajiyaKay' on d3d11 in 435.21s from 8849.37MB to 2486.63MB
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Resolution Note (fix version 2022.1):
Fixed in: 2022.1.0a16