Hey! So Unity has been using Microsoft's "FXC" HLSL compiler (plus our own HLSLcc when targeting Vulkan/Metal/OpenGL) for years. However FXC has a bunch of issues, like no support for some modern GPU features, extremely slow compile times for some shaders, and so on. Over the past year we've been chipping away at integrating Microsoft's "new" HLSL compiler, called "DXC". Right now in 2021.2 alpha builds it kinda mostly works, with a bunch of caveats and gotchas. On the plus side, it does support modern GPU features (like wave/simd-group functions), and overall is about 4x faster at compiling shaders than the old compiler was. If you have a bunch of shader code written or are just interested in playing around with it, we'd love your feedback! The new compiler is completely opt-in per-shader. Here's a long google doc: DXC shader compiler integration, 2021.2 - with instructions how to use it via a #pragma in a shader, what works (DX12, Vulkan, Metal), what does not work (DX11, GL), what are the various HLSL syntax bits that were supported by the old compiler but not by the new one, and so on. At this point due to various gotchas (see the doc above) we would not recommend using DXC in production, but testing your shader codebases with it, or playing around with it would be much appreciated.