Unity loads compiled shaders from your built application in the following way:
This approach ensures that Unity and the graphics driver avoid processing and storing all the shader variants on the GPU before Unity needs them. But there might be a visible stall when the graphics driver creates a GPU-specific shader variant for the first time.
Unity caches each GPU-specific shader variant, to avoid another stall when Unity needs the shader variant again.
Unity removes the shader variant completely from CPU and GPU memory when there are no longer any objects that reference the shader variant.
Unity only loads compiled shaders that are compatible with the platform’s graphics API, hardware and graphics tier.
If Unity can’t find the shader variant it needs because you or Unity stripped the shader variant from your built application, Unity tries to select a similar shader variant. If Unity can’t find a similar shader variant, it uses the magenta error shader.
You can enable strict shader variant matching to stop Unity trying to select a similar shader variant.
If a shader variant contains multiple subshaders, Unity tries to select and use a single subshader that’s compatible with all of the following:
Unity searches for the first compatible subshader among the following elements in the following order:
If Unity can’t find a compatible subshader, it uses the magenta error shader.
You can set which subshaders are compatible with which hardware using ShaderLabUnity’s language for defining the structure of Shader objects. More info
See in Glossary tags. See ShaderLab: assigning tags to a SubShader.