Version: 2020.2
public static void WarmupAllShaders ();



Usually graphics drivers do not actually prepare shaders until they are first needed. However when some object is first rendered with a previously unused shader, there can be a hiccup because the driver is compiling/optimizing the shader. This can be quite noticeable, especially on mobile platforms.

Calling this function will perform dummy one-invisible-triangle rendering with all variants of all currently loaded shaders. This can take some time but helps to avoid hiccups in the future. Generally it is better to use ShaderVariantCollection for a more granular shader warmup control.

この関数は現在読み込まれているシェーダーのみを作動できる状態にすることに留意してください (明示的に、または、カスタムシェーダーを使用するプレハブへの参照を経由)。

If you use Resources.Load to load shaders, you will need to call WarmupAllShaders again.

関連項目: より詳細にシェーダーウォームアップ制御をするための ShaderVariantCollection