---
title: PostLateUpdate.GraphicsWarmupPreloadedShaders
product: Unity Editor
version: '6000.6'
latest_version: '7000.0'
status: This page documents version 6000.6. The latest version is 7000.0.
canonical: https://docs.unity.com/en-us/engine/6000.6/script-reference/unityengine/playerloop/postlateupdate/graphicswarmuppreloadedshaders
latest_url: https://docs.unity.com/en-us/engine/7000.0/script-reference/unityengine/playerloop/postlateupdate/graphicswarmuppreloadedshaders.md
last_updated: 2026-11-04
generated_at: 2026-11-04T21:15:01.938Z
locale: en-us
---

# PostLateUpdate.GraphicsWarmupPreloadedShaders

> Native Player loop system that warms up preloaded shaders after startup, optionally spread over several frames.

## Definition

* **Type:** Struct
* **Namespace:** [UnityEngine.PlayerLoop](/engine/6000.6/script-reference/unityengine/playerloop.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public struct PostLateUpdate.GraphicsWarmupPreloadedShaders
```

## Remarks

This system is active only in Players, and only when the project's preloaded shaders are set to warm up after startup instead of before the first scene loads. If the project sets a time limit per frame, the system stops warming up shaders each frame when it reaches that limit, and continues in the next frame. When all preloaded shaders are warmed up, the system stops doing any work.

This struct identifies a native system in the Player loop. It has no members, and the system's update logic runs in native engine code. Use this type with [PlayerLoopSystem.type](/engine/6000.6/script-reference/unityengine/lowlevel/playerloopsystem/type.md) to find the system when you reorder, replace, or remove it in a custom Player loop. For more information, refer to [Customizing the Player loop](/engine/6000.6/manual/scripting/managing-update-order/player-loop-customizing.md).
