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Package details
- Latest version
- 1.0.0
- Last updated
- First released
- Unity version
- 6000.3.10 or later
- Package size
- 54 KB
- Files
- 42
- Favorites
- 4
- Views in the past week
- 48
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Keywords
ShaderOS
Scan every material and shader in your project to catch broken references, keyword budget overruns, and shader variant risk before they reach a build.
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Price history
Last 6 months
USDAsset preview
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ShaderOS screenshot 1
About this asset
ShaderOS scans the materials and shaders already in your Unity project and reports on their health, without changing anything. Scan Project, available from the toolbar on every tab, checks every material against its assigned shader and surfaces problems as it finds them. Each material gets its own health score from 0 to 100, and the Overview tab rolls these up into a single project-wide score, so you can see at a glance which parts of a project need attention before a build.
The Materials tab lists broken shader references and missing texture properties by name, each with a direct link back to the affected material in the Project window — the common causes of pink materials and missing-asset warnings that are easy to miss by hand once a project has a few hundred materials in it.
When URP or HDRP is the active render pipeline, ShaderOS also checks each material's shader for SRP Batcher compatibility and explains why a shader fails when it does. This check doesn't apply under the Built-in Render Pipeline, since SRP Batcher is a feature of URP and HDRP specifically.
The Keywords tab tracks your project's use of Unity's 256-keyword global budget, each shader's local keyword count against Unity's 64-keyword per-shader limit, and flags keywords declared by more than one shader as consolidation candidates.
The Variants tab estimates each shader's theoretical variant count from its enabled keywords and classifies the result by risk. This is always a pre-strip upper bound, not an exact compiled count — useful for catching a variant explosion while it's still cheap to fix.
The Overview tab also builds a Material → Shader → Texture dependency graph from Unity's own asset dependency data and reports any unreferenced assets it finds.
A Load Demo Data action is available from every tab, so you can explore a fully populated example report before running your first real scan. Demo data never touches your project and is clearly labeled throughout the window. Project Settings lets you set a default scan scope — the full project or a specific folder — along with health-score thresholds and which warnings appear.
ShaderOS is an Editor-only tool: it adds no assemblies, components, or dependencies to a built player. It requires Unity 2021.3 LTS or newer and supports the Built-in Render Pipeline, URP, and HDRP.
More tools for your Unity workflow:
BuildLens — Free Addition
From the publisher's Asset Store listing.
Technical details
Material health scan — health score (0–100) per material and project-wide, run on demand from the toolbar
Broken shader reference and missing texture detection, reported with the specific material and property name
SRP Batcher compatibility check for URP and HDRP materials, with the specific incompatibility reason where one is found
Global keyword budget tracking against Unity's 256-keyword limit, and per-shader local budget against the 64-keyword limit, with duplicate keyword detection across shaders
Shader variant count estimation with risk classification, reported as a pre-strip upper bound
Material → Shader → Texture dependency graph with unreferenced-asset detection
Built-in demo dataset (Load Demo Data), available independent of scan state
Project Settings integration: default scan scope, health-score thresholds, and warning toggles
Editor-only — adds no assemblies to a built player
Requires Unity 2021.3 LTS or newer. Supports the Built-in Render Pipeline, URP, and HDRP
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.10f1 | Compatible | Compatible | Compatible |
Requires Unity 2021.3 LTS or newer. SRP Batcher analysis applies to URP and HDRP; Built-in Render Pipeline reports Not Applicable. Shader Graph and VFX Graph materials are supported for scanning. SRP Batcher results may be Unknown when compiled shader data is unavailable. Editor-only; no runtime assemblies or third-party dependencies.
As listed on the Asset Store.