---
title: vdecl
product: Unity Editor
version: '7000.0'
latest_version: '7000.0'
status: This page documents version 7000.0. The latest version is 7000.0.
canonical: https://docs.unity.com/en-us/engine/7000.0/script-reference/unityengine/experimental/rendering/shaderwarmupsetup/vdecl
latest_url: https://docs.unity.com/en-us/engine/7000.0/script-reference/unityengine/experimental/rendering/shaderwarmupsetup/vdecl.md
last_updated: 2026-10-10
generated_at: 2026-11-11T14:50:14.179Z
locale: en-us
---

# vdecl

> The vertex data layout to use when prewarming shader variants.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine.Experimental.Rendering](/engine/7000.0/script-reference/unityengine/experimental/rendering.md)
* **Assembly:** UnityEngine.CoreModule

> **Warning:**
>
> **Deprecated.** Experimental warmup functionality is deprecated. Please use GraphicsStateCollection instead.

```csharp
public VertexAttributeDescriptor[] vdecl
```

### Remarks

For information on shader loading and prewarming, including a list of different prewarming techniques, see [Shader loading](/engine/7000.0/manual/materials-and-shaders/shaders/shader-troubleshooting/shader-reduce-stalling/shader-loading.md).

On modern graphics APIs, such as DX12, Metal, and Vulkan, the graphics driver uses the vertex data layout when it creates shader progams. Use this to correctly prewarm shader variants for these graphics APIs.

Additional Resources: [VertexAttributeDescriptor](/engine/7000.0/script-reference/unityengine/rendering/vertexattributedescriptor.md), [ShaderWarmup](/engine/7000.0/script-reference/unityengine/experimental/rendering/shaderwarmup.md), [Shader loading](/engine/7000.0/manual/materials-and-shaders/shaders/shader-troubleshooting/shader-reduce-stalling/shader-loading.md)
