Settings here are mostly for customizing and optimizing graphics-related settings across the project.
These settings allow specifying which shader is used to do lighting pass calculations in deferred shading and legacy deferred lighting rendering paths, respectively.
Default value is to use built-in Unity functionality for this, but you can supply your own compatible shader if you want deep customization of deferred rendering.
You can also specify “No Support” if you know you aren’t using deferred shading or lighting respectively, and save some space in the built game data files.
Specify a list of Shaders that will always be stored along with the project, even if nothing in your scenes actually uses them. It is important to add shaders used by streamed scenes asset bundles to this list to ensure they can be accessed.
By default, Unity looks at your scenes and lightmapping settings to figure our which Fog and Lightmapping modes are used; and skips corresponding shader variants. This saves game build data size, and improves loading times.
However, if you’re building asset bundles or will be changing Fog modes from a script at runtime, you might want to manually specify used modes here.
Specify a list of shader variant collection assets to preload while loading the game. See Optimizing Shader Load Time page for details.
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