Regression: some URP shaders have too many variants in 2021.2
See original GitHub issueDescribe the bug
Not sure if this is a regression in URP or in glTFast, I believe the former is more likely.
When adding the glTFast shaders to the list of “Always included” shaders, building to Android on 2021.2.0f1 fails with the error message:
Shader Graphs/glTF-metallic-Premultiply-double has too many Shader variants(201326592).To resolve this, go to Project Settings > Graphics and remove this Shader from the Always Included Shaders list.For more explicit control over how Unity includes specific Shader variants in a build, use a ShaderVariantCollection.
As the goal for the glTFast shaders would indeed be to be always included (so that all models can be loaded), I think this is a blocker for using glTFast for runtime loading on 2021.2 right now.
To Reproduce Steps to reproduce the behavior:
- make a project on 2021.2 with URP targeting Android
- add the glTFast shadergraph shaders to the list of always included shaders
- try to build
Expected behavior Building works, actually error message prevents building
Issue Analytics
- State:
- Created 2 years ago
- Comments:20 (13 by maintainers)
For reference,
2020.3
2021.2
Closing, since this was fixed by the URP devs: