Tips for reducing offline compiled metal shader size?

Hi there-

I am working on a game using Unreal Engine 4 - and one thing that is very noticeable is that the metal compiled shader size is a good deal larger than other platforms. Comparing to many other platforms, compiled metal shaders are generally at least double in size.

I've been comparing compilation flags and so far I have not found anything that has provided a meaning benefit.

The current commands that are run are pretty simple:

Code Block
xcrun -sdk iphoneos metal -c -o <output file> <input file>


and

Code Block
xcrun -sdk iphoneos metallib -o <output file> <input file>


Are there any tips for reducing the resulting size of the metallib file? Just browsing through the output, I do notice the symbol names of the various structures included in the source file, but I am unsure of whether these are needed or if they could be removed somehow


Tips for reducing offline compiled metal shader size?
 
 
Q