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Unity Engine


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Script Reference

Unity Engine


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.
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Asynchronous shader compilation is enabled by default.
To enable or disable asynchronous shader compilation:
  1. Go to Edit > Project Settings > Editor.
  2. At the bottom of the Editor settings, under Shader Compilation, check or uncheck the Asynchronous Shader Compilation checkbox.
注意
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.

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.allowAsyncCompilation
.
To do this:
  1. Store the current state of
    ShaderUtil.allowAsyncCompilation
    in a variable.
  2. Before you call the rendering commands, set
    ShaderUtil.allowAsyncCompilation
    to
    false
    .
  3. Call the rendering commands.
  4. After calling the rendering commands, restore
    ShaderUtil.allowAsyncCompilation
    back to its previous state.
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
CommandBuffer
scope, you can use
ShaderUtil.SetAsyncCompilation
and
ShaderUtil.RestoreAsyncCompilation
.
  1. Immediately before you call the rendering commands, call
    ShaderUtil.SetAsyncCompilation
    , and set it to
    false
    . Subsequent commands in the CommandBuffer won’t allow asynchronous compilation.
  2. Add the rendering commands to the CommandBuffer.
  3. After the rendering commands, call
    Shader.Util.RestoreAsyncCompilation
    to restore the state of asynchronous shader compilation.
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
#pragma editor_sync_compilation
directive to your shader source code.
注意
You should not force synchronous compilation for complex Shader objects that encounter new shader variants during rendering; this can stall rendering in the Editor.

Custom 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.