Hi! I'm having issues when I Build out from Unity to either Windows or Mac standalone players, namely that the compiling of 165,888 Shader Variants takes hours on my PC, while consuming 100% of my CPU (an i5 with 4 cores at 3.50GHz). It takes a very, very long time:
Once it has built those shader variants once it doesn't need to do it again every single Build, it does cache them, but it repeats the process whenever I upgrade Unity, which is now something that I'm very loath to do when my computer has to become unusable for a long time.
My real problem is that I've tried to do the same Build on the same project with my 2015 Macbook Air but I've never waited long enough for it to finish (six+ hours) and perhaps it might take actual days on that under-powered machine. Back when I was using the old-school Unity renderer with its own Spine shaders I could build my entire game out in six minutes on that same Macbook.
My assumption, and I might be wrong here, is that Unity is taking the Spine shader and compiling every single combination of the Spine URP shader's options that the game might theoretically need. Is that just what Unity does with any shader that has the sort of Swiss Army Knife abilities that a shader like Spine's URP ones do? If so, what are my options here? A customised URP shader that has had an axe taken to it, removing all the options and keywords and whatnot that I just don't need, to speed up the compilation to make it possible on my Macbook Air?
Ideally I'd rather not go down that route because then it's harder to upgrade and get the latest spine shaders. Is there some Unity setting that I'm missing that culls the variant number? An addition to the Spine URP shaders that could help compile time?