Build Size
Not sure if this is normal. We are developing for mobile and are optimizing the file size. Some of the compiled shader from ShaderForge show up in "Build Report" with more than 3.5mb or 27.000 lines of code. I removed all unnecessary platforms. For iOS i have kept only OpenGL, ES2.0, ES3.0 and Metall no change.
It might not bee an issue because the file will later be compressed inside the IPA, but we also get complaints about large install sizes, so I was wondering if there is something wrong, or are these sizes are normal.
The actual shaders are simple UVGradients blended on top of an Image.
Thanks!
Egmont
Respuesta
Unfortunately I'm not sure what would cause that, but 3.5Mb sounds excessive. Try just using Metal, and disable lightmapping if you're not using it, and so forth
Thanks for the reply.
Changing the target platform does not change much, removing the light map and light probes helps but we are actually using them :-/
My infos were a bit wrong 27.000 lines are only true when using the PBL setup. We are actually using the Basic Setup and the shader has around 18.000 lines. But "Build Report" still shows it at around 3.5mb. When saving the compiled shader it is about 584kb. If you zip that it is 30kb so not really and issue for IPA size...
The shader has some switches for the artist to make their life easier. Things like select whether to use U or V coordinates, invert direction and so on, other that that just some simple math and linear interpolators. I have uploaded both the source and the result here: http://we.tl/jjZ5Sp0m9Q I was using 1.25 but will update now right away...
Thanks for having a look!
Glad it wasn't too big in the compiled version!
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Glad it wasn't too big in the compiled version!