Version: Unity 6 Preview (6000.0)
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Assign a shader to a material in URP
Writing custom shaders in URP

Reduce shader variants in URP

The shadersA program that runs on the GPU. More info
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in the Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
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(URP) use shader keywords to support many different features, which can mean Unity compiles a lot of shader variantsA verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. A Shader object can contain multiple shader variants. More info
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.

If you disable features in the URP Asset, URP automatically excludes (‘strips’) the related shader variants. This speeds up builds, and reduces memory usage and file sizes.

For example, if your project doesn’t use shadows for directional lights, by default Unity still includes variants that support directional light shadows in your build. If you disable Cast Shadows in the URP Asset, URP strips these variants.

If you want to examine the code that strips shaders in URP, check the Editor/ShaderPreprocessor.cs file. The file uses the IPreprocessShaders API.

For more information on stripping shader variants, refer to the following pages:

Check how many shader variants your build has

To log how many variants Unity compiles and strips in total, follow these steps:

  1. Open the Graphics settings window.
  2. In the Shader Stripping section, select a logging level other than Disabled.
  3. Build your project.
  4. To see the logged information, open the Editor.log log file and search for ShaderStrippingReport. For the location of Editor.log, refer to log files.

To log more detailed shader variant information, follow these steps:

  1. Open the Graphics settings window.
  2. In the Additional Shader Stripping Settings section, select Export Shader Variants.
  3. Build your project.
  4. In the folder with your project files, open Temp/graphics-settings-stripping.json and Temp/shader-stripping.json.

For more information, refer to the following in the Unity User Manual:

Strip feature shader variants

By default, URP compiles variants where a feature is enabled, and variants where a feature is disabled.

To reduce the number of variants, you can enable Strip Unused Variants in URP Graphics settings and do the following:

  • Disable a feature in all URP Assets in your build, so URP keeps only variants where the feature is disabled.
  • Enable a feature in all URP Assets in your build, so URP keeps only variants where the feature is enabled.

If you disable the Strip Unused Variants setting, URP can’t strip variants where the feature is disabled. This might increase the number of variants.

Disable a feature

To let Unity strip variants related to a feature, make sure you disable it in all the URP Assets in your build.

Unity includes the following URP Assets in your build:

  • The URP Asset you set as the default render pipeline asset in Graphics settings.
  • Any URP Asset you set as a Render Pipeline Asset in a Quality settings level you enable for the current build target.

Avoid including URP Assets in your build that use different rendering pathsThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More info
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because this causes Unity to create two sets of variants for each keyword.

Feature How to disable the feature Shader keywords this turns off Rendering Path
Accurate G-buffer normals Disable Accurate G-buffer normals in the URP Asset. This has no effect on platforms that use the Vulkan graphics API. _GBUFFER_NORMALS_OCT Deferred
Additional lights In the URP Asset, in the Lighting section, disable Additional Lights. _ADDITIONAL_LIGHTS, _ADDITIONAL_LIGHTS_VERTEX Forward
Ambient occlusion Remove the Ambient OcclusionA method to approximate how much ambient light (light not coming from a specific direction) can hit a point on a surface.
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Renderer Feature in all Renderers that URP Assets use.
_SCREEN_SPACE_OCCLUSION Forward and Deferred
Decals Remove the Decals Renderer Feature in all Renderers that URP Assets use. _DBUFFER_MRT1, _DBUFFER_MRT2, _DBUFFER_MRT3, _DECAL_NORMAL_BLEND_LOW, _DECAL_NORMAL_BLEND_MEDIUM, _DECAL_NORMAL_BLEND_HIGH, _DECAL_LAYERS Forward and Deferred
Fast sRGB to linear conversion In the URP Asset, in the Post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess
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section, disable Fast sRGB/Linear conversions.
_USE_FAST_SRGB_LINEAR_CONVERSION Forward and Deferred
Holes in terrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
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In the URP Asset, in the Rendering section, disable Terrain Holes. _ALPHATEST_ON Forward
Light cookies Remove Cookie textures from all the lights in your project. _LIGHT_COOKIES Forward and Deferred
Rendering Layers for lights Disable Rendering Layers for Lights. _LIGHT_LAYERS Forward and Deferred
Reflection ProbeA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info
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blending
Disable Probe Blending. _REFLECTION_PROBE_BLENDING Forward and Deferred
Reflection Probe box projection Disable Box Projection. _REFLECTION_PROBE_BOX_PROJECTION Forward and Deferred
Render Pass Disable Native Render in all Renderers that URP Assets use. _RENDER_PASS_ENABLED Forward and Deferred
Shadows from additional lights In the URP Asset, in the Additional Lights section, disable Cast Shadows. _ADDITIONAL_LIGHT_SHADOWS Forward and Deferred
Shadows from the main light In the URP Asset, in the Main Light section, disable Cast Shadows. The keywords Unity removes might depend on your settings. _MAIN_LIGHT_SHADOWS, _MAIN_LIGHT_SHADOWS_CASCADE, _MAIN_LIGHT_SHADOWS_SCREEN Forward and Deferred
Soft shadows In the URP Asset, in the Shadows section, disable Soft shadows. _SHADOWS_SOFT Forward and Deferred

Strip post-processing shader variants

Enable Strip Unused Post Processing Variants in URP Graphics settings to strip shader variants for Volume Overrides you don’t use.

For example if your project uses only the Bloom effect, URP keeps Bloom variants but strips all other post-processing variants.

Unity checks for Volume Overrides in all scenes, so you can’t strip variants by removing a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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from your build but keeping it in your project.

Volume Override removed Shader keywords this turns off
Bloom _BLOOM_HQ, BLOOM_HQ_DIRT, _BLOOM_LQ, BLOOM_LQ_DIRT
Chromatic Aberration _CHROMATIC_ABERRATION
Film Grain _FILM_GRAIN
HDRhigh dynamic range
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Grading
_HDR_GRADING
Lens Distortion _DISTORTION
TonemappingThe process of remapping HDR values of an image into a range suitable to be displayed on screen. More info
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_TONEMAP_ACES, _TONEMAP_NEUTRAL, _TONEMAP_GRADING

You should also enable Strip Screen Coord Override Variants in URP Graphics settings, unless you override screen coordinates to support post processing on large numbers of multiple displays (‘cluster’ displays).

Strip XR and VR shader variants

If you don’t use XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
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or VRVirtual Reality More info
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, you can disable the XR and VR modules. This allows URP to strip XR and VR related shader variants from its standard shaders.

Remove variants if you use a custom Renderer Feature

If you create a custom Renderer Feature, you can use the FilterAttribute API to remove shader variants when you enable or disable settings in the URP Asset.

For example, you can do the following:

  1. Use [[SerializeField]](https://docs.unity3d.com/ScriptReference/SerializeField.html) to add a Boolean variable to the custom Renderer Feature and add it as a checkbox in the URP Asset InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
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    .
  2. Use ShaderKeywordFilter.RemoveIf to remove shader variants when you enable the checkbox.

Additional resources

Assign a shader to a material in URP
Writing custom shaders in URP