The current implementation imports all shaders into Resources, including those that are not used (for example, LiquidGlass or Spline). It makes the initial load time in the web build unnecessarily longer.
Instead of including all shaders in Resources, you can use IPreprocessBuildWithReport to collect dependencies and add shaders that match components to Always Included Shaders.
https://docs.unity3d.com/6000.0/Documentation/Manual/class-GraphicsSettings.html
If the com.tlabaltoh.sdf-ui-toolkit-urp-blur package is not included, the LiquidGlass shaders should be ignored.
The current implementation imports all shaders into Resources, including those that are not used (for example, LiquidGlass or Spline). It makes the initial load time in the web build unnecessarily longer.
Instead of including all shaders in Resources, you can use
IPreprocessBuildWithReportto collect dependencies and add shaders that match components toAlways Included Shaders.https://docs.unity3d.com/6000.0/Documentation/Manual/class-GraphicsSettings.html
If the com.tlabaltoh.sdf-ui-toolkit-urp-blur package is not included, the LiquidGlass shaders should be ignored.