Enable or disable asynchronous shader compilation
Enable or disable asynchronous shader compilation in your project, for specific rendering calls, in a specific scope, or for specific Shader objects.
阅读时间3 分钟最后更新于 1 个月前
Asynchronous shader compilation is enabled by default.
To enable or disable asynchronous shader compilation:
- Go to Edit > Project Settings > Editor.
- At the bottom of the Editor settings, under Shader Compilation, check or uncheck the Asynchronous Shader Compilation checkbox.
Enable or disable asynchronous shader compilation for specific rendering calls
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
In an immediate scope, you can use .
ShaderUtil.allowAsyncCompilationTo do this:
- Store the current state of in a variable.
ShaderUtil.allowAsyncCompilation - Before you call the rendering commands, set to
ShaderUtil.allowAsyncCompilation.false - Call the rendering commands.
- After calling the rendering commands, restore back to its previous state.
ShaderUtil.allowAsyncCompilation
Here is a pseudo-code example:
// Store the current statebool oldState = ShaderUtil.allowAsyncCompilation;// Disable async compilationShaderUtil.allowAsyncCompilation = false;// Enter your rendering code that should never use the placeholder shader, for example UI elements or characters.Graphics.RenderMesh(...);// Restore the old stateShaderUtil.allowAsyncCompilation = oldState;
In a CommandBuffer scope
In a scope, you can use and .
CommandBufferShaderUtil.SetAsyncCompilationShaderUtil.RestoreAsyncCompilation- Immediately before you call the rendering commands, call , and set it to
ShaderUtil.SetAsyncCompilation. Subsequent commands in the CommandBuffer won’t allow asynchronous compilation.false - Add the rendering commands to the CommandBuffer.
- After the rendering commands, call to restore the state of asynchronous shader compilation.
Shader.Util.RestoreAsyncCompilation
Here is an example:
// Create the CommandBufferCommandBuffer cmd = new CommandBuffer();// Disable async compilation for subsequent commandsShaderUtil.SetAsyncCompilation(cmd, false);/// Enter your rendering commands that should never use the placeholder shader, for example UI elements or characters.cmd.DrawMesh(...);// Restore the old stateShaderUtil.RestoreAsyncCompilation(cmd);
Disable asynchronous compilation for specific Shader objects
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 directive to your shader source code.
#pragma editor_sync_compilationCustom Editor tools and asynchronous shader compilation
By default, asynchronous Shader compilation works in the Game and Scene views. If you want to use it in custom Editor tools, you can enable it via C# for your custom tool.
To do this, you can enable asynchronous shader compilation for specific rendering calls.