Asynchronous shader compilation is an Editor-only feature that can improve your workflow when you have complex Shader objects with lots of shader variants.
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Shader objects can contain of hundreds or thousands of shader variants. If the Editor compiled all variants when loading a Shader object, 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 Shader object. To avoid these stalls, you can use asynchronous shader compilation to compile the shader variants in the background, and use placeholder Shader objects in the meantime.
Asynchronous shader compilation works like this:
The following exceptions apply:
DrawProcedural
or CommandBuffer.DrawProcedural
, the Editor doesn’t use a placeholder shader. Instead, the Editor just skips rendering this geometry until it has compiled the shader variant.Asynchronous shader compilation is enabled by default.
To enable or disable asynchronous shader compilation:
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 parts of the Editor, see Custom Editor tools and asynchronous shader compilation.
You can enable or disable asynchronous shader compilation for specific rendering commands in your C# scripts.
The following instructions show you how to enable or disable the feature in an immediate scope, and a CommandBuffer scope.
In an immediate scope, you can use ShaderUtil.allowAsyncCompilation
.
이 작업을 수행하는 방법은 다음과 같습니다.
ShaderUtil.allowAsyncCompilation
in a variable.ShaderUtil.allowAsyncCompilation
to false
.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 shader
Graphics.DrawMesh(...);
// Restore the old state
ShaderUtil.allowAsyncCompilation = oldState;
In a CommandBuffer
scope, you can use ShaderUtil.SetAsyncCompilation
and ShaderUtil.RestoreAsyncCompilation
.
ShaderUtil.SetAsyncCompilation
, and set it to false
. Subsequent commands in the CommandBuffer won’t allow asynchronous compilation.Shader.Util.RestoreAsyncCompilation
to restore the state of asynchronous shader compilation.Here is an example:
// Create the CommandBuffer
CommandBuffer cmd = new CommandBuffer();
// Disable async compilation for subsequent commands
ShaderUtil.SetAsyncCompilation(cmd, false);
/// Enter your rendering commands that should never use the placeholder shader
cmd.DrawMesh(...);
// Restore the old state
ShaderUtil.RestoreAsyncCompilation(cmd);
You can disable asynchronous shader compilation for specific Shader objects by forcing the Editor to always compile them synchronously. This is a good option for data generating Shader objects 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 Shader object, add the #pragma editor_sync_compilation
directive to your shader source code.
Note: You should not force synchronous compilation for complex Shader objects that encounter new shader variants during rendering; this can stall rendering in the Editor.
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 shader pollutes your generated data, you can wait until compilation is complete, 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.
Advanced rendering solutions rely on generating data once and reusing it in later frames. If the Editor uses a placeholder 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:
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.
You can make your custom tools draw something other than the placeholder 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.