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.
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 theREADME.mdthat developers need to select a satisfactory size before building and then delete the remaining defines themselves.