Search Issue Tracker
By Design
Votes
0
Found in
5.5.0p3
Issue ID
865875
Regression
No
Adding Standard shader to always included shaders stops build at shader compiler and uses 100 CPU
How to reproduce:
1. Create new project
2. In graphics settings (Edit > Project Settings > Graphics) set to always included shaders Standard shader
3. Build project
Result: Building stops at shader compiler and uses 100 cpu
Reproducible: 5.3.7p3, 5.4.4f1, 5.5.0p3, 5.6.0b3
Tested building for Standalone and Android device
Note: tested using DX9 and DX11
By Design:If standard shader is added to always included shaders the build will take a lot of CPU and a long time because standard shader is big, complex and has looots of variants.
Comments (3)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
- “Maximized serialized file backup not found” error is thrown when minimizing a window in a newly opened project
- Build stack trace contains invalid lines when building with IL2CPP using scripts with delegates containing generic types in the signature
- Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”
- Entities Hierarchy Search “Show/Hide” button’s Lens Icon is blurry when the Editor is on an external monitor
SimRuJ
Oct 24, 2018 14:43
Still happens with 2017.3.1f1. If it's "by design", why does it freeze then instead of just automatically deleting the shader or, even better, not even allowing it to be added?
MediaMonks
Sep 27, 2017 11:55
I still get this issue in 2017.1.1f1
ahmadian
Aug 19, 2017 07:54
should we just refrain from using standard shaders in assetbundles? how is this resolved?