Version: 2020.1
Shader compilation
Optimizing shader variants

Asynchronous shader compilation in the Unity Editor

Asynchronous shader compilation is an Editor-only feature that can speed up your workflow when you have complex Unity shaders with lots of shader variants.

This page contains the following information:

개요

Unity shaders can contain of hundreds or thousands of shader variants. If the Editor compiled all variants when loading a Unity shader, the import process would be very slow. Instead, the Editor compiles shader variants on-demand, the first time it encounters them.

Compiling these shader variants can cause the Editor to stall for milliseconds or even seconds, depending on the graphics API and the complexity of the Unity shader. To avoid these stalls, you can use Asynchronous Shader Compilation to compile the shader variants in the background, and use placeholder Unity shaders in the meantime.

How asynchronous shader compilation works

Asynchronous shader compilation works like this:

  1. When the Editor first encounters an uncompiled shader variant, it adds the shader variant to a compilation queue on a job thread. The progress bar in the bottom right corner of the Editor shows the status of the compilation queue.
  2. While the shader variant is loading, Editor renders the geometry with a placeholder Unity shader, which appears as a plain cyan color.
  3. When the Editor has finished compiling the shader variant, it renders the geometry using the shader variant.

The feature does not have any effect on the standalone Player, because the Editor compiles all the Shader Variants needed by the Player during the build process.

Unity renders shader variants that are still compiling with a cyan dummy Shader until compilation has finished. The bottom right progress bar indicates the compilation queue progress.
Unity renders shader variants that are still compiling with a cyan dummy Shader until compilation has finished. The bottom right progress bar indicates the compilation queue progress.

예외

The following exceptions apply:

  • If you draw geometry using DrawProcedural or CommandBuffer.DrawProcedural, the Editor doesn’t use a placeholder Unity shader. Instead, the Editor just skips rendering this geometry until it has compiled the shader variant.
  • The Unity Editor does not use asynchronous shader compilation with Blit operations. This is to guarantee correct output in the most common use cases.

Enabling and disabling asynchronous shader compilation for your project

Asynchronous shader compilation is enabled by default.

To enbale or disable asynchronous shader compilation:

  1. Go to Edit > Project Settings.. > Editor.
  2. At the bottom of the Editor settings, under Shader Compilation, check or uncheck the Asynchronous Shader Compilation checkbox.
Project Settings > Editor > Shader Compilation 아래에서 Asynchronous Shader Compilation 체크박스를 찾을 수 있습니다.
Project Settings > Editor > Shader Compilation 아래에서 Asynchronous Shader Compilation 체크박스를 찾을 수 있습니다.

Note: Enabling and disabling asynchronous shader compilation in this way affects only the Scene and Game views by default. If you want to use it in other scenarios, you can control this via scripts. See [Using asynchronous Shader compilation in custom Editor tools.

Enabling and disabling asynchronous shader compilation for specific rendering calls

You can enable or disable asynchronous shader compilation for specific rendering commands in your C# scripts. You might use this

The following instructions show you how to enable or disable the feature in an immediate scope, and a CommandBuffer scope.

즉각적인 범위에서

In an immediate scope, you can use ShaderUtil.allowAsyncCompilation;.

이 작업을 수행하는 방법은 다음과 같습니다.

  1. Store the current state of ShaderUtil.allowAsyncCompilation in a variable.
  2. Before you call the rendering commands, set ShaderUtil.allowAsyncCompilation to false.
  3. Call the rendering commands.
  4. After calling the rendering commands, restore ShaderUtil.allowAsyncCompilation back to its previous state.

다음은 유사 코드 예제입니다.

// Store the current state
bool oldState = ShaderUtil.allowAsyncCompilation;

// Disable async compilation
ShaderUtil.allowAsyncCompilation = false;

// Enter your rendering code that should never use the placeholder Unity shader
Graphics.DrawMesh(...);

// Restore the old state
ShaderUtil.allowAsyncCompilation = oldState;

CommandBuffer 범위에서

In a CommandBuffer scope, you can use ShaderUtil.SetAsyncCompilation and ShaderUtil.RestoreAsyncCompilation.

  1. Immediately before you call the rendering commands, call ShaderUtil.SetAsyncCompilation, and set it to false. Subsequent commands in the CommandBuffer won’t allow asynchronous compilation.
  2. Add the rendering commands to the CommandBuffer.
  3. After the rendering commands, call Shader.Util.RestoreAsyncCompilation to restore the state of asynchronous shader compilation.

Here is an example:


// Disable async compilation for subsequent commands
ShaderUtil.SetAsyncCompilation(cmd, false);

/// Enter your rendering commands that should never use the placeholder Unity shader
cmd.DrawMesh(...);

// Restore the old state
ShaderUtil.RestoreAsyncCompilation(cmd);

Disabling asynchronous compilation for specific Unity shaders

You can disable asynchronous shader compilation for specific Unity shaders by forcing the Editor to always compile them synchronously. This is a good option for data generating Unity shaders 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 Unity shader, add the #pragma editor_sync_compilation directive to your Unity shader source code.

Note: If you force synchronous compilation for complex Unity shaders that encounter new shader variants in the middle of your rendering, this can stall rendering in the Editor.

Detecting asynchronous shader compilation

You can use C# APIs to monitor the state of asynchronous shader compilation, and perform operations when this state changes.

This is most likely useful in advanced rendering; if the placeholder Unity shader pollutes your generated data, you can discard the polluted data and regenerate a new set with the correct shader variants.

If you already know which material you are interested in, you can use ShaderUtil.IsPassCompiled to check the compilation status of the shader variant. When the status changes Uncompiled to Compiled, compilation is complete.

If you do not know which material you are interested in, or if you are interested in more than one material, you can use ShaderUtil.anythingCompiling to detect whether Unity is compiling any shader variants asynchronously. When this changes from true to false, all current compilation is complete.

에디터의 고급 렌더링

Advanced rendering solutions rely on generating data once and reusing it in later frames. If the Editor uses a placeholder Unity shader during this process, it might pollute the generated data. If this happens, you can see the cyan color or other rendering artifacts in your scene, even after the shader variants have finished compiling.

To avoid this, you can:

Custom Editor tools and asynchronous shader compilation

기본적으로 비동기 셰이더 컴파일은 게임 뷰와 씬 뷰에서 작동합니다. 커스텀 에디터 툴에서 사용하려는 경우 C#을 통해 커스텀 툴에 대해 활성화할 수 있습니다.

To do this, you can enable asynchronous shader compilation for specific rendering calls.

컴파일 시간 렌더링 커스터마이즈

You can make your custom tools draw something other than the placeholder Unity shader for each material. This way, you can avoid rendering in plain cyan, and instead draw something else while the shader variant compiles.

To check if a specific shader variant has compiled, see Detecting asynchronous shader compilation.

To trigger compilation manually, you can use ShaderUtil.CompilePass. This way, you can avoid rendering with the cyan placeholder, and draw something else while the shader variant compiles.

Shader compilation
Optimizing shader variants