My Game takes about 1:17 min to compiling shader:
[0006.63] Log: Starting shader compiling
[0083.90] Log: Shader compiling: 1:17 min
![]()
My Game takes about 1:17 min to compiling shader:
[0006.63] Log: Starting shader compiling
[0083.90] Log: Shader compiling: 1:17 min
![]()
clear out unnecessary packages(.upk) and scripts(.u) will make it a little shorter, based on my practice.
Why we cannot completely do shader compiling on PC?
Also why do you need so many different shaders? If you reuse shaders with a different textures it will save you on compiling time.
How to reuse shaders with a different textures? It seems like that we cannot use Material Instance on ios.
All materials that have the same setup only count as one shader to calculate. The time keeps increasing the more different combinations you have. So for example only diffuse... diffuse+alpha.... diffuse+normalmap+alpha... diffuse+normalmap are all different shader calculations. If all of these would have only diffuse there would be only one calculation on startup!!
Cool, I will try it!
Material Instance Constant (MIC) is supported on iOS, however they are limited just as materials are. If you are just wanting to swap out a diffuse, you can do this, but in every MIC you'll need to make sure you set your Mobile Parameter Groups as well as your created Parameters.
Engine QA | Epic Games, Inc
How to create MIC for mobile? just like as the PC?
You can use MIC but you cannot change value of vector or scalar param on MIC.
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