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Quick Start

A complete first scan takes under two minutes on a typical project.


1 — Open ShaderOS

Tools Studio → ShaderOS

The window opens on the Overview tab.


2 — Run a scan

Click ▶ Scan. A progress bar appears while ShaderOS processes each material. On a 100-material project, this takes 2–5 seconds.

When complete, the Overview tab shows:

  • A Project Health score (0–100)
  • Five KPI tiles: keywords, variants, broken materials, SRP Batcher issues
  • Any Error-severity diagnostics inline
  • A pipeline distribution chart

3 — Triage what matters first

Broken Materials tile shows > 0: Go to the Materials tab, click Broken in the filter bar. Each row shows the affected material and the resolution. Click to ping the asset in the Project window.

Project Health below 80: The critical issues section on Overview lists the specific materials pulling the score down. Start with the highest-penalty diagnostics — broken shader references (TS.SO.V001, −40 points) before missing textures (TS.SO.V002, −10 per slot).

SRP Batcher Issues > 0: Go to Materials → SRP Issues. Each failing material shows the specific incompatibility reason in the expanded row.


4 — Review keyword budget

Keywords tab → Budget bar shows global usage against Unity's 256-keyword limit. Threshold markers at 75% and 90%. The per-shader table below shows which shaders contribute most to local keyword count.


5 — Check variant exposure

Variants tab → Project total labeled (pre-strip). This is a theoretical upper bound — see Variant Estimates before acting on the numbers. Use the risk table to identify which shaders have the highest keyword dimensionality.


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