Open Hexer611 opened 1 year ago
string[] tmp_ShaderNames =
{
"glTF-pbrMetallicRoughness",
"glTF-pbrMetallicRoughness-Opaque",
"glTF-pbrSpecularGlossiness",
"glTF-pbrSpecularGlossiness-Opaque",
"glTF-pbrSpecularGlossiness-Blend",
"glTF-unlit",
"glTF-pbrMetallicRoughness-Blend",
};
foreach (string tmp_ShaderName in tmp_ShaderNames)
{
var tmp_Shader = Shader.Find($"Shader Graphs/{tmp_ShaderName}");
if (tmp_Shader)
Resources.UnloadAsset(tmp_Shader);
}
Try this code this release the shaders.
We have the same problem on our project, and I'm afraid that releasing it is not the solution. Is there any statement from the developers? If native memory is allocated by 1.02GB, and two shaders need 0.8GB, it is more than suspicious :\
Still prevalent on our iOS built with Unity6 and glTFast 6.8. If you only have 2GB available, having nearly half of it just for those shaders is too much!
Hello, i have a project where i need to import glb files in runtime. I need all shader variants (at least that is what i think) so i included those in the build. I took a memory snapshot using Unity Memory Profiler, this snapshot belongs to a standalone build. I am not sure if this is a bug, is there anything i can do to decrease this ram usage?