기본적으로 Unity의 런타임 셰이더 로딩 동작은 다음과 같습니다.
이 동작의 이점은 셰이더 배리언트에 대해 사전 GPU 메모리 사용 또는 로드 타임이 없다는 것입니다. 반면, 단점은 배리언트가 최초로 사용될 때 그래픽스 드라이버가 GPU에서 셰이더 프로그램을 만들고 추가 작업을 수행해야 하므로 확연한 지연이 있을 수 있다는 것입니다.
To avoid visible stalls at performance-intensive times, Unity can ask the graphics driver to create GPU representations of shader variants before they’re first needed. This is called prewarming.
You can prewarm in the following ways:
You can also add shader variant collections to the Preloaded shaders section of the Graphics Settings window. Unity uses the ShaderVariantCollection.WarmUp
API to load and prewarm the shader variant collections when your built application starts.
If you build for DirectX 12, Metal or Vulkan, the graphics driver can only create an accurate GPU representation of a shader variant if it knows the exact vertex data layout and render state. If a prewarmed GPU representation is inaccurate, Unity might still stall when it needs to create the accurate representation.
To create accurate variants and avoid stalling, you should prewarm by rendering Materials off-screen.
또한 다음 방법도 가능합니다.
Experimental.Rendering.ShaderWarmup
, but only if you can provide the vertex data layout and set the render state accurately.ShaderVariantCollection.Warmup
or Shader.WarmupAllShaders
, which may create inaccurate prewarmed GPU representations because you can’t provide a vertex data layout or render state.In your built application, Unity stores several ‘chunks’ of compressed shader variant data. Each chunk contains multiple shader variants. When Unity loads a scene at runtime, it loads all the scene’s chunks into CPU memory and decompresses them.
To reduce memory usage on platforms that have limited memory, you can limit the size of chunks and how many decompressed chunks Unity keeps in memory.
To do this, in Player settings, select Other Settings > Shader Variant Loading and adjust the following settings:
0
, which means there’s no limit.See PlayerSettings.SetDefaultShaderChunkCount for more information.
You can use Override to override the values for each platform individually. See PlayerSettings.SetShaderChunkCountForPlatform for more information.
You can also use Shader.maximumChunksOverride to override Default chunk count at runtime.
GPU로 보낼 셰이더 배리언트 데이터의 표현을 만드는 Unity용 프로파일러 마커는 Shader.Parse
입니다. 셰이더 프로그램을 GPU에 업로드하고, 필요한 작업을 수행하기 위해 GPU를 기다리는 프로파일러 마커는 CreateGPUProgram
입니다.
Unity 프로파일러를 사용하는 방법은 애플리케이션 프로파일링을 참조하십시오.