One common question I had about SPIR-V Compression is “why compress shaders at all?“, coupled with question on how SPIR-V shaders compare with shader sizes on other platforms.
Here’s some data (insert usual caveats: might be not representative, etc. etc.).
Unity Standard shader, synthetic test Took Unity’s Standard shader, made some content to make it expand into 482 actual shader variants (some variants to handle different options in the UI, some to handle different lighting setups, lightmaps, shadows and whatnot etc.
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