为 true 时,允许在当前调用站点中使用异步着色器编译。
编辑器会按需编译着色器变体,首次渲染需要特定着色器变体。默认情况下,仅为源自 Game 视图或 Scene 视图的请求启用异步着色器编译。借助此属性,可以更精确地控制编译。例如,可以允许对自定义编辑器工具使用异步编译。还可以对默认使用异步编译的渲染的部分强制进行同步编译。此属性会立即生效。对于基于 CommandBuffer 的控制,请参阅 SetAsyncCompilation。
另请参阅:SetAsyncCompilation、RestoreAsyncCompilation、anythingCompiling、IsPassCompiled、CompilePass。
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.