You can use logging and profiling tools to check how many shader variants Unity compiles, and identify ways you can remove (strip) variants to improve build times and reduce memory usage. You can do the following:
You can generate a list of shader variants that the Editor uses in the Scene view and the Game view. To do this:
After you build your project, open the Editor.log
log file and search for Compiling shader
to see which variants Unity compiles and strips. For example:
Compiling shader "Universal Render Pipeline/Lit" pass "ForwardLit" (fp)
320 / 786432 variants left after stripping, processed in 6.77 seconds
starting compilation...
finished in 29.72 seconds. Local cache hits 202 (0.24s CPU time), remote cache hits 0 (0.00s CPU time), compiled 118 variants (582.41s CPU time), skipped 0 variants
If you’re using the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you can also log how many variants Unity compiles and strips in total. Select a logging level other than Disabled under Shader Stripping > Shader Variant Log Level in the following:
This adds Total
logging to Editor.log
. For example:
STRIPPING: Universal Render Pipeline/Lit (ForwardLit pass) (Fragment) - Remaining shader variants = 640/5760 = 11.11111% - Total = 2657/10169 = 26.12843%
See log files for the location of Editor.log
.