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Suggestion: Decrease ComputeShader Variants #1

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@AkiKurisu

Thanks for sharing!

I found that compiling ComputeShader took too long when building because the number of variants reached too high an order of magnitude. This may be solved by implementing UnityEditor.Rendering.IComputeShaderVariantStripper, or by stating in the README.md that developers need to select a satisfactory size before building and then delete the remaining defines themselves.

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