#ETA of better shader stripping system
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Hey. We are actively working on a better system shader variant exclusion. The goal there is to provide a declarative API for configuring gshader features. And be able to switch keyword types, depending on the required degree of runtime control and platform. For example, be able to convert some keywords to dynamic branching.
For U6 and URP, you can follow these guidelines for removing shader variants https://docs.unity3d.com/6000.0/Documentation/Manual/urp/shader-stripping.html . If you happen to modify or extend the render pipeline, you can also use the new Filtering attributes to more aggressively remove keywords https://docs.unity3d.com/ScriptReference/ShaderKeywordFilter.FilterAttribute.html