Ignore Oculus hand shader unit test in git
Hello Community!
I want to use the built in Avatar hands and hand shaders for a current project, but the problem is if I have the shader included on git and do a unit test via git, the shader makes the unit test hang up for about 40 minutes because it's rebuilding the shader in git (which it should be doing for a project when unit testing). Without the Avatar shaders, it's about 4-5 min.
I was curious if there is a solution to either optimizing the shader/have Unity ignore the shaders when doing a unit test?
I want to use the built in Avatar hands and hand shaders for a current project, but the problem is if I have the shader included on git and do a unit test via git, the shader makes the unit test hang up for about 40 minutes because it's rebuilding the shader in git (which it should be doing for a project when unit testing). Without the Avatar shaders, it's about 4-5 min.
I was curious if there is a solution to either optimizing the shader/have Unity ignore the shaders when doing a unit test?
