Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2020.3
2020.3.29f1
2021.3
2022.1
2022.2
Issue ID
1411407
Regression
No
Unity default "Particles/Standard Surface" Shader allocates too much memory compared to other Shaders
How to reproduce:
1. Open the attached "case_1411407" project
2. Open the "Window -> Analysis -> Memory Profiler" window from the menu
3. Capture a new Snapshot and select it
4. Select the "Shader" object category in the Tree Map
5. Observe the displayed object sub-categories of the "Shader" category
Expected result: Maximum size of the "Particles/Standard Surface" Shader is ~2 MB
Actual result: "Particles/Standard Surface" Shader takes 30-72 MB (depends on Unity version) compared to other Shaders, which maximum size is ~2 MB
Reproducible with: 2019.4.39f1, 2020.3.34f1, 2021.3.3f1, 2022.1.1f1, 2022.2.0a13
Note: Shader size trend:
2019.4.0f1 - 35.2 MB, 2019.4.39f1 - 71.2 MB
2020.3.34f1 - 71.8 MB
2021.3.3f1 - 72.5 MB
2022.1.1f1 - 72.2 MB
2022.2.0a13 - 72.3 MB
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
- HDRP 6-way VFX Shader is lit incorrectly when World coordinates are used
- 2D Sprite Renderer in front is affected by Sprites in the background when using Sorting Layers and a Shadow Caster 2D with Self Shadow
- Modifying UI Prefab child's Height only confirms the first 1 or 2 digits when the Scene is newly opened or the Prefab is newly created
- ProfilingSampler.Get() returns null and makes the Player only render black when building a Release Build
- Search text field visual controls for the Path binding in an Input Actions Asset is misaligned
Resolution Note:
Hi,
This shader has a lot of variants therefore takes up a lot of memory in the Editor.
However, only used variants should take up space in player data. So memory usage should be much lower there unless lots of particle variants are being used.