A complete first scan takes under two minutes on a typical project.
Tools → ShaderOS
The window opens on the Overview tab.
Before scanning your own project, click Load Demo Data in the toolbar to see a populated report across every tab. It's clearly labeled as demo data. Click ▶ Scan Project at any time to leave demo mode and analyze your own project instead — a real scan always takes priority, and you can switch back to the demo report afterward if you want to compare.
Click ▶ Scan Project. 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)
- Four more KPI tiles: global keywords, estimated variants (pre-strip), broken materials, SRP Batcher issues
- Any Error-severity diagnostics inline
- A pipeline distribution chart
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.
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.
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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