Search Issue Tracker
Fixed in 2021.3.19f1
Fixed in 2021.3.X, 2022.2.X, 2023.1.X, 2023.2.X, 2023.2.0a1
Votes
0
Found in
2021.3.16f1
2022.2.1f1
2023.1.0a25
2023.2.0a1
Issue ID
UUM-23173
Regression
Yes
Shader prefiltering takes a long time to query mono attributes on HDRP
When making a build with HDRP in a very small custom project, I have measured that then majority of the prefiltering time is now spend querying attributes on mono types. It looks like it is doing a lot of redundant work, possibly querying the same types over and over again, especially across different shaders. It would be great if we could cache that information instead, maybe even for the entirety of the build.
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 2023.2):
Some redundant data resolving work was happening during the build. Now we're caching the resolved data and build perf is back on track.
Resolution Note (fix version 2023.1):
Some redundant data resolving work was happening during the build. Now we're caching the resolved data and build perf is back on track.
Resolution Note (fix version 2022.2):
Some redundant data resolving work was happening during the build. Now we're caching the resolved data and build perf is back on track.
Resolution Note (fix version 2021.3):
Some redundant data resolving work was happening during the build. Now we're caching the resolved data and build perf is back on track.