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Why does the Unity Editor create so many Unity Shader Compiler processes?

Discussion in 'General Graphics' started by Simetri_Nick, Jan 19, 2021.

  1. Simetri_Nick

    Simetri_Nick

    Joined:
    Oct 23, 2020
    Posts:
    3
    I am working on optimizing a project which is targeted for Universal Windows Platform (Hololens). I've cleaned up unused/preview packages, and am working on configuring the quality settings for the game. I noticed that task manager shows multiple instances of the Unity Shader Compiler process, see the attached image image.

    My questions are as follows :
    • Is this normal ?
    • Does the number of processes have an impact on the performance of the game?
    • If this is not normal, and/or impacts the performance of the game, how can I decrease the amount of processes create / improve performance?
     

    Attached Files:

  2. Neto_Kokku

    Neto_Kokku

    Joined:
    Feb 15, 2018
    Posts:
    1,751
    This is done to compile shaders in parallel.
     
  3. MostHated

    MostHated

    Joined:
    Nov 29, 2015
    Posts:
    1,235
    Quick question on this. Are they supposed to always be there taking up memory? I figured that once the shaders are compiled, the processes would close? They are just always there for me.

     
    Moy01 likes this.
  4. aleksandrk

    aleksandrk

    Unity Technologies

    Joined:
    Jul 3, 2017
    Posts:
    2,983
    No, the processes are not shut down at the moment.
     
    MostHated likes this.