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Fixed
Fixed in 2021.3.15f1, 2022.2.0b15, 2023.1.0a14
Votes
113
Found in
2021.3.8f1
2022.1.13f1
2022.2.0b4
2023.1.0a6
Issue ID
UUM-3711
Regression
No
Shader variant build preparation does not scale
When building shaders Unity enumerates through all possible shader variants to be able to strip the excess variants using scriptable stripping. With the amount of multi_compile features increasing in the shaders, the full variant space can grow into sizes where the time and memory requirements to process becomes unbearable.
URP is especially hurt by this due to how much it utilizes multi_compile. Take the URP template project and build it. A significant portion of the time goes into preparing 400M variants, after which we only compile the required ones. Now add a few multi_compiles on top of that and the preparation can take hours.
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Resolution Note (fix version 2023.1.0a14):
Added a shader keyword pre-filtering system to avoid enumerating through the full variant space. Utilized by URP only for starters.
This makes the build faster again by avoiding processing millions of variants just to be stripped.
Resolution Note (fix version 2022.2.0b15):
Added a shader keyword pre-filtering system to avoid enumerating through the full variant space. Utilized by URP only for starters.
This makes the build faster again by avoiding processing millions of variants just to be stripped.
Resolution Note (fix version 2021.3.15f1):
Added a shader keyword pre-filtering system to avoid enumerating through the full variant space. Utilized by URP only for starters.
This makes the build faster again by avoiding processing millions of variants just to be stripped.