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Fixed in 2021.3.19f1
Fixed in 2021.3.X, 2022.2.X, 2023.1.X, 2023.2.X, 2023.2.0a1
Votes
0
Found in
2021.3.16f1
2022.2.1f1
2023.1.0a25
2023.2.0a1
Issue ID
UUM-23173
Regression
Yes
Shader prefiltering takes a long time to query mono attributes on HDRP
When making a build with HDRP in a very small custom project, I have measured that then majority of the prefiltering time is now spend querying attributes on mono types. It looks like it is doing a lot of redundant work, possibly querying the same types over and over again, especially across different shaders. It would be great if we could cache that information instead, maybe even for the entirety of the build.
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Resolution Note (fix version 2023.2):
Some redundant data resolving work was happening during the build. Now we're caching the resolved data and build perf is back on track.
Resolution Note (fix version 2023.1):
Some redundant data resolving work was happening during the build. Now we're caching the resolved data and build perf is back on track.
Resolution Note (fix version 2022.2):
Some redundant data resolving work was happening during the build. Now we're caching the resolved data and build perf is back on track.
Resolution Note (fix version 2021.3):
Some redundant data resolving work was happening during the build. Now we're caching the resolved data and build perf is back on track.