Version: Unity 6.1 Alpha (6000.1)
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Check how many shader variants your build has in URP
Strip level of detail (LOD) shader variants in URP

Strip feature shader variants in URP

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, 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 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
    See in Glossary
    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.

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

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
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.

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
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.

Check how many shader variants your build has in URP
Strip level of detail (LOD) shader variants in URP