Description
Move shader warm-up into your loading flow.
StutterShield renders selected materials before gameplay to help reduce first-use shader and graphics-pipeline creation hitches. Build a reusable warm-up set from your scenes and prefabs, choose a coverage preset, and run the matching Built-in or URP prewarmer during loading.
Simple setup
- Select scenes, prefab folders or individual prefabs.
- Scan for materials, shaders and representative mesh layouts.
- Assign the generated set to your pipeline’s prewarmer prefab.
- Choose coverage and connect completion to your loading flow.
Your source selections are saved with the set. Refresh them when content changes, without rebuilding your selections manually.
Key features
- Built-in and URP included: Separate, clearly labelled prefabs and example scenes in one asset import.
- Automatic dependency detection: URP rendering support activates when a supported URP package is installed. Built-in projects do not need URP.
- Four coverage presets: Fast, Balanced, Deep and Custom, with descriptions explaining relative warm-up time and DX11/DX12 suitability.
- Representative mesh coverage: Balanced and Deep use mesh layouts collected from your content.
- Reusable scanning: Choose enabled build scenes, specific scenes, prefab folders, individual prefabs and manual material or mesh additions.
- Configurable collection: Options for inactive objects, Unity UI, loose folder materials and TextMeshPro exclusion.
- Clear compatibility feedback: Red warnings identify incorrect pipeline setup, unavailable integrations and known incompatible materials.
- Loading-flow controls: Adjustable processing batches, progress UI connections, completion events, cancellation and restart support.
- Offscreen or visible rendering: Keep warm-up hidden, show a preview, or combine both.
Choose the loading-time trade-off
Fast provides narrower coverage with less warm-up work. Balanced is the recommended starting point for DX11 and DX12. Deep exercises additional supported configurations and takes longer, with broader coverage aimed at DX12 projects.
The configurations actually exercised depend on your render pipeline, materials, meshes and graphics settings.
What to expect
StutterShield is designed to move selected rendering work before gameplay. It does not guarantee stutter-free gameplay or higher steady-state FPS. Results depend on the project, hardware, driver caches and shader variants retained in the build.
Asset loading, streaming, instantiation and garbage collection can cause separate hitches. Test your gameplay in a Player build on your target hardware.