Legacy Documentation: Version 2017.1 (Go to current version)
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.


Suggest a change


Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.


Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.



Switch to Manual
public static function WarmupAllShaders(): void;
public static void WarmupAllShaders();


Fully load all shaders to prevent future performance hiccups.

Usually graphics drivers do not actually prepare shaders until they are first needed. However when some object is first rendered with a previously unused shader, there can be a hiccup because the driver is compiling/optimizing the shader. This can be quite noticeable, especially on mobile platforms.

Calling this function will perform dummy one-invisible-triangle rendering with all variants of all currently loaded shaders. This can take some time but helps to avoid hiccups in the future. Generally it is better to use ShaderVariantCollection for a more granular shader warmup control.

Please be aware that this function will only warmup shaders that are currently loaded (either explicitly, or via references to Prefabs which use custom shaders).

If you use Resources.Load to load shaders, you will need to call WarmupAllShaders again.

See Also: ShaderVariantCollection for a more granular shader warmup control.

Did you find this page useful? Please give it a rating: