Version: Unity 6 Beta (6000.0)
LanguageEnglish
  • C#

ShaderVariantCollection

class in UnityEngine

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Inherits from:Object

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Implemented in:UnityEngine.CoreModule

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Description

ShaderVariantCollection records which shader variants are actually used in each shader.

This is used for shader preloading ("warmup"), so that a game can make sure "actually required" shader variants are loaded at startup (or level load time), to avoid shader compilation related hiccups later on in the game.

In Unity, many shaders internally have multiple "variants", to account for different light modes, lightmaps, shadows and so on. These variants are identified by a shader pass type, and a set of shader keywords. See ShaderVariant.

Typical use of ShaderVariantCollection is to record the shader variants used during a play session from the editor (under Graphics Settings), save them out as an asset, and add to the list of preloaded shaders (again in Graphics Settings). Additionally, you could call WarmUp on a ShaderVariantCollection object manually.

ShaderVariantCollection generally replaces the old Shader.WarmupAllShaders function.

Properties

isWarmedUpIs this ShaderVariantCollection already warmed up? (Read Only)
shaderCountNumber of shaders in this collection (Read Only).
variantCountNumber of total variants in this collection (Read Only).
warmedUpVariantCountNumber of total variants in this collection that are already warmed up (Read Only).

Constructors

ShaderVariantCollectionCreate a new empty shader variant collection.

Public Methods

AddAdds a new shader variant to the collection.
ClearRemove all shader variants from the collection.
ContainsChecks if a shader variant is in the collection.
RemoveRemoves shader variant from the collection.
WarmUpPrewarms all shader variants in this shader variant collection.
WarmUpProgressivelyPrewarms the given number of shader variants in this shader variant collection.

Inherited Members

Properties

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.
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