Asynchronous shaderA program that runs on the GPU. More info
See in Glossary compilation is enabled by default.
To enable or disable asynchronous shader compilation:
Note: Enabling and disabling asynchronous shader compilation in this way affects only the 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 and Game views by default. If you want to use it in other parts of the Editor, see Custom Editor tools and asynchronous shader compilation.
You can enable or disable asynchronous shader compilation for specific rendering commands in your C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary.
The following instructions show you how to enable or disable the feature in an immediate scope, and a CommandBuffer scope.
In an immediate scope, you can use ShaderUtil.allowAsyncCompilation
.
To do this:
ShaderUtil.allowAsyncCompilation
in a variable.ShaderUtil.allowAsyncCompilation
to false
.ShaderUtil.allowAsyncCompilation
back to its previous state.Here is a pseudo-code example:
// Store the current state bool oldState = ShaderUtil.allowAsyncCompilation; // Disable async compilation ShaderUtil.allowAsyncCompilation = false; // Enter your rendering code that should never use the placeholder shader, for example UI elements or characters. Graphics.RenderMesh(...); // Restore the old state ShaderUtil.allowAsyncCompilation = oldState;
In a CommandBuffer
scope, you can use ShaderUtil.SetAsyncCompilation
and ShaderUtil.RestoreAsyncCompilation
.
ShaderUtil.SetAsyncCompilation
, and set it to false
. Subsequent commands in the CommandBuffer won’t allow asynchronous compilation.Shader.Util.RestoreAsyncCompilation
to restore the state of asynchronous shader compilation.Here is an example:
// Create the CommandBuffer CommandBuffer cmd = new CommandBuffer(); // Disable async compilation for subsequent commands ShaderUtil.SetAsyncCompilation(cmd, false); /// Enter your rendering commands that should never use the placeholder shader, for example UI elements or characters. cmd.DrawMesh(...); // Restore the old state ShaderUtil.RestoreAsyncCompilation(cmd);
You can disable asynchronous shader compilation for specific Shader objectsAn instance of the Shader class, a Shader object is container for shader programs and GPU instructions, and information that tells Unity how to use them. Use them with materials to determine the appearance of your scene. More info
See in Glossary by forcing the Editor to always compile them synchronously. This is a good option for data generating Shader objects that are always present at the start of your rendering, and which are relatively quick to compile. You would most likely need this if you are performing advanced rendering.
To force synchronous compilation for a Shader object, add the #pragma editor_sync_compilation
directive to your shader source code.
Note: You should not force synchronous compilation for complex Shader objects that encounter new shader variants during rendering; this can stall rendering in the Editor.
By default, asynchronous Shader compilation works in the Game and Scene viewsAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary. If you want to use it in custom Editor tools, you can enable it via C# for your custom tool.
To do this, you can enable asynchronous shader compilation for specific rendering calls.
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