Feature Configurator
The Feature Configurator gives you project-wide control over which Genesis features compile into the final shader. Genesis exposes 40+ optional features behind shader keywords; the configurator turns whole branches off at compile time so they no longer occupy variant slots, inspector space, or build output.
When to use it
- Before shipping — drop unused features for slimmer binaries and faster cold compiles.
- Mobile targets — disable expensive features (Refraction, Translucency, Iridescence) that are never used.
- Studios with locked art directions — bake in your project’s subset of Genesis so designers cannot accidentally enable something off-brand.
Opening the tool
Window → Genesis → Feature Configurator.
Workflow
- Open the configurator. Every feature is listed in groups matching the inspector layout.
- Untick what you do not need. Hover any row for a tooltip describing what the feature does and which keywords it costs.
- (Optional) Save the current state as a preset — Mobile, Cinematic, or VR — so different build targets can share one Genesis shader with different feature sets.
- Press Apply. The shader recompiles once; stripped features become inert and their inspector foldouts hide.
Settings
Tips & gotchas
- Set up presets per build target — Mobile strips half the features and stays under the keyword budget Unity warns about; Desktop keeps everything.
- Stripping is global. If a designer wants a stripped feature later, they must re-enable it here — review the configurator before each milestone build.
- A stripped feature on a material does nothing, but its property values remain. Re-enabling restores the look without re-tuning.
Variants are global and shared with the URP Lit shader’s variant pool. Strip aggressively on memory-tight platforms — Genesis can save 10–30 MB of shader binary on full builds.
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