完全加载所有着色器,以防未来性能中断。
通常,首次需要着色器时,图形驱动程序才会实际准备着色器。
但是,首次使用先前未使用过的着色器渲染某个对象时,
可能会出现暂时性中断,因为驱动程序需要编译/优化着色器。这可能会非常
明显,尤其是在移动平台上。
调用此函数将使用当前加载的所有着色器的所有变体执行虚拟 one-invisible-triangle
渲染。这可能需要一些时间,但有助于
避免未来出现暂时性中断。一般最好使用 ShaderVariantCollection 实现更精细的
着色器预热控制。
请注意,此函数仅预热当前加载(显式或通过对使用自定义着色器的预制件的引用)的着色器。
如果使用 Resources.Load 加载着色器,则需要再次调用 WarmupAllShaders。
另请参阅:ShaderVariantCollection,了解更精细的着色器预热控制。
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