The primary view after a scan. Shows project health at a glance and surfaces critical issues without navigating elsewhere.
Score from 0–100. The floor of the mean of all scanned material scores.
| Score | Severity |
|---|---|
| 80–100 | Healthy |
| 50–79 | Warning |
| 0–49 | Critical |
Thresholds are adjustable in Project Settings.
Global Keywords — usage against Unity's 256-keyword limit. Count of duplicate keywords (defined by more than one shader) shown below the bar.
Est. Variants (pre-strip) — sum of all per-shader theoretical variant counts. Upper bound before Unity's stripping pass. See Variant Estimates.
Broken Materials — materials where the shader reference resolves to Unity's error shader. Zero is expected.
SRP Batcher Issues — materials that failed SRP Batcher compatibility. A performance concern, not a rendering failure.
Lists the first 20 Error-severity diagnostics across all scanned materials. Each entry shows the material name, the diagnostic message, and a resolution. Click Ping to select the asset in the Project window.
When no critical issues exist, this section collapses to a single confirmation line. Warning-level issues are counted inline and link to the Materials tab.
Breakdown of scanned materials by detected render pipeline: BiRP, URP, HDRP, Shader Graph, Unresolved.
Unresolved — ShaderOS could not determine the pipeline target from the shader name. Expected for custom shaders that do not follow naming conventions. Not an error.
Node count, edge count, and unreferenced asset count from the material → shader → texture graph.
Unreferenced — an asset with no inbound references from other scanned assets. May be intentional or a cleanup candidate. ShaderOS does not delete assets.
The full interactive graph is available in ShaderOS Pro (coming soon).
Last scan timestamp, analyzed material count, and scan duration. When the free-tier limit is reached: N of M materials (free limit).