Version: 2022.1
LanguageEnglish
  • C#

Shader.WarmupAllShaders

Suggest a change

Success!

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.

Close

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.

Close

Cancel

Switch to Manual

Declaration

public static void WarmupAllShaders();

Description

Prewarms all shader variants of all Shaders currently in memory.

For information on shader loading and prewarming, including a list of different prewarming techniques, see Shader loading.

While this method can be convenient, prewarming a large number of shader variants can result in long load times and high memory usage. If this is a problem, consider placing shader variants in a ShaderVariantCollection instead.

Warning: This method is fully supported on DX11 and OpenGL. On DX12, Vulkan, and Metal, the graphics driver might still need to perform work if the vertex layout and/or the render target setup is different from the data used to prewarm it. This can result in wasted work and GPU memory, and still leave visible stalls in your application. ShaderWarmup is supported on all graphics APIs.

See Also: ShaderWarmup, ShaderVariantCollection.WarmUp, Shader loading