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Showing content from https://docs.unity3d.com/Manual/sprite/../../ScriptReference/ShaderVariantCollection.html below:

Unity - Scripting API: ShaderVariantCollection

ShaderVariantCollection

class in UnityEngine

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Inherits from:Object

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Implemented in:UnityEngine.CoreModule

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Description

ShaderVariantCollection records which shader variants are actually used in each shader.

This is used for shader preloading ("warmup"), so that a game can make sure "actually required" shader variants are loaded at startup (or level load time), to avoid shader compilation related hiccups later on in the game.

In Unity, many shaders internally have multiple "variants", to account for different light modes, lightmaps, shadows and so on. These variants are identified by a shader pass type, and a set of shader keywords. See ShaderVariant.

Typical use of ShaderVariantCollection is to record the shader variants used during a play session from the editor (under Graphics Settings), save them out as an asset, and add to the list of preloaded shaders (again in Graphics Settings). Additionally, you could call WarmUp on a ShaderVariantCollection object manually.

ShaderVariantCollection generally replaces the old Shader.WarmupAllShaders function.

Properties Property Description isWarmedUp Is this ShaderVariantCollection already warmed up? (Read Only) shaderCount Number of shaders in this collection (Read Only). variantCount Number of total variants in this collection (Read Only). warmedUpVariantCount Number of total variants in this collection that are already warmed up (Read Only). Public Methods Method Description Add Adds a new shader variant to the collection. Clear Remove all shader variants from the collection. Contains Checks if a shader variant is in the collection. Remove Removes shader variant from the collection. WarmUp Prewarms all shader variants in this shader variant collection. WarmUpProgressively Prewarms the given number of shader variants in this shader variant collection. Inherited Members Properties Property Description hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods Method Description GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. Static Methods Method Description Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead. DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators Operator Description bool Does the object exist? operator != Compares if two objects refer to a different object. operator == Compares two object references to see if they refer to the same object.

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