Using NSIGHT profiling on shaders done with Unity

Started by
0 comments, last by Zurtan 2 years, 7 months ago

I am building my game for WIN32 with Unity, so I target DX11 Graphics API.
I wish to profile my shaders with NSIGHT, but to see the hotspots, I need the shader compiled with the source code bundled.
There are such flags in DX11, but I cannot find a #pragma flag that will direct DX compiler to embed the source code so NSIGHT can see it.

I have found some pragmas for debug, but I don't think it's what I need.
For instance:
#pragma enable_d3d11_debug_symbols

https://docs.unity3d.com/Manual/SL-PragmaDirectives.html

Any idea how to profile shaders in Unity using NSIGHT?

This topic is closed to new replies.

Advertisement