Compiling shader variants on the fly at runtime
I have a very large shader with a large amount of variants (we have 30+ keywords). This is for a runtime app where the end user has full control over the shader. Meaning all keywords/variants need to be available to the end user. Thus making variant stripping very difficult since we don’t really know which variants will be needed by the end user. And yes all 30 keywords are needed at runtime. We would be looking at billions of variants.