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:
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.
To let Unity strip variants related to a feature, disable it in all the URP Assets in your build.
Unity includes the following URP Assets in your build:
Note: 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
See in Glossary: this would cause Unity to create two sets of variants for each keyword.
Feature | How to disable the feature | ShaderA program that runs on the GPU. More info See in Glossary 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. See in Glossary 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 See in Glossary 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 See in Glossary |
In the URP Asset, in the Rendering section, disable Terrain Holes. | _ALPHATEST_ON |
Forward |
Level of detailThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More info See in Glossary (LOD) transitions |
In the URP Asset, disable LOD Cross Fade. | _LOD_FADE_CROSSFADE |
Forward and Deferred |
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 See in Glossary 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 |
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
See in Glossary from your build but keeping it in your project. You must remove the scene from the 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 See in Glossary 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 See in Glossary |
_TONEMAP_ACES , _TONEMAP_NEUTRAL , _TONEMAP_GRADING
|
Unless you override screen coordinates to support post-processing on large numbers of multiple displays (‘cluster’ displays), enable Strip Screen Coord Override Variants in URP Graphics settings as well.
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
See in Glossary or VRVirtual Reality More info
See in Glossary, you can disable the XR and VR modules. This allows URP to strip XR and VR-related shader variants from its standard shaders.