Version: Unity 6.3 Beta (6000.3)
LanguageEnglish
  • C#

VariantCompileInfo

struct in UnityEditor

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Description

Information about a compiled shader variant.

Represents the results of compiling a variant using ShaderData.Pass.CompileVariant. This struct contains the success status and potential error messages, as well as some reflection data alongside the raw shader binary output.

using UnityEditor;
using UnityEngine;

// Adds a new Editor menu item called Example.
// Select a shader asset in the Project window, then select
// Example > PrintVariantCompileInfoExample from the Editor menu.
// Information of a compiled variant will be printed as debug log.
public class PrintVariantCompileInfoExample
{
    [MenuItem("Example/PrintVariantCompileInfoExample")]
    static void MenuCallback()
    {
        if (Selection.activeObject is Shader selectedShader)
        {
            // Get the first pass of the the first subshader
            ShaderData shaderData = ShaderUtil.GetShaderData(selectedShader);
            ShaderData.Subshader subShader = shaderData.GetSubshader(0);
            ShaderData.Pass pass = subShader.GetPass(0);

            // Compile a vertex shader variant without any keywords
            var keywords = new string[] { };
            ShaderData.VariantCompileInfo info = pass.CompileVariant(UnityEditor.Rendering.ShaderType.Vertex, keywords, UnityEditor.Rendering.ShaderCompilerPlatform.D3D, BuildTarget.StandaloneWindows64);

            // Log the information Unity has about the compiled variant
            if (info.Success)
            {
                Debug.Log("Compiled size: " + info.ShaderData.Length + " bytes");

                string msg = "Vertex attributes: ";
                foreach (var a in info.Attributes)
                {
                    msg += a.ToString() + " ";
                }
                Debug.Log(msg);

                msg = "Texture bindings: ";
                foreach (var tex in info.TextureBindings)
                {
                    msg += tex.Name + "-" + tex.Index + " ";
                }
                Debug.Log(msg);

                msg = "Constant buffers: ";
                foreach (var cb in info.ConstantBuffers)
                {
                    msg += cb.Name + "-" + cb.Size + "bytes ";
                }
                Debug.Log(msg);
            }
            else // If the compilation fails, Unity prints the errors
            {
                string failureMsg = "Compilation failed: ";
                foreach(var msg in info.Messages)
                {
                    failureMsg += msg.message + "\n";
                }
            }
        }
    }
}

Properties

Property Description
AttributesVertex attributes the compiled variant uses (Read Only).
ConstantBuffersConstant buffers the compiled variant uses (Read Only). Some platforms don't have constant buffers; however, Unity reports all global constants/uniforms in a single constant buffer.
MessagesStores errors and warnings produced during compilation (Read Only).
ResourceBindingsDetailed information about every resource binding the compiled variant uses, in a single combined array (Read Only).
ShaderDataStores the raw platform-specific bytecode for the compiled shader (Read Only).
SuccessIndicates whether the variant compilation succeeded (Read Only). If it did, it is true. Otherwise, this is false and ShaderData.VariantCompileInfo.Messages contains the errors.
TextureBindingsTexture bindings the compiled variant uses (Read Only).