using System; using System.Collections.Generic; using UnityEditor; using UnityEditor.Build; using UnityEngine; using UnityEngine.Rendering.Universal; using UnityEngine.Rendering; namespace UnityEditor.Rendering.Universal { internal class ShaderPreprocessor : IPreprocessShaders { [Flags] enum ShaderFeatures { MainLight = (1 << 0), MainLightShadows = (1 << 1), AdditionalLights = (1 << 2), AdditionalLightShadows = (1 << 3), VertexLighting = (1 << 4), SoftShadows = (1 << 5), MixedLighting = (1 << 6), } ShaderKeyword m_MainLightShadows = new ShaderKeyword(ShaderKeywordStrings.MainLightShadows); ShaderKeyword m_AdditionalLightsVertex = new ShaderKeyword(ShaderKeywordStrings.AdditionalLightsVertex); ShaderKeyword m_AdditionalLightsPixel = new ShaderKeyword(ShaderKeywordStrings.AdditionalLightsPixel); ShaderKeyword m_AdditionalLightShadows = new ShaderKeyword(ShaderKeywordStrings.AdditionalLightShadows); ShaderKeyword m_CascadeShadows = new ShaderKeyword(ShaderKeywordStrings.MainLightShadowCascades); ShaderKeyword m_SoftShadows = new ShaderKeyword(ShaderKeywordStrings.SoftShadows); ShaderKeyword m_MixedLightingSubtractive = new ShaderKeyword(ShaderKeywordStrings.MixedLightingSubtractive); ShaderKeyword m_Lightmap = new ShaderKeyword("LIGHTMAP_ON"); ShaderKeyword m_DirectionalLightmap = new ShaderKeyword("DIRLIGHTMAP_COMBINED"); ShaderKeyword m_DeprecatedVertexLights = new ShaderKeyword("_VERTEX_LIGHTS"); ShaderKeyword m_DeprecatedShadowsEnabled = new ShaderKeyword("_SHADOWS_ENABLED"); ShaderKeyword m_DeprecatedShadowsCascade = new ShaderKeyword("_SHADOWS_CASCADE"); ShaderKeyword m_DeprecatedLocalShadowsEnabled = new ShaderKeyword("_LOCAL_SHADOWS_ENABLED"); int m_TotalVariantsInputCount; int m_TotalVariantsOutputCount; // Multiple callback may be implemented. // The first one executed is the one where callbackOrder is returning the smallest number. public int callbackOrder { get { return 0; } } bool StripUnusedShader(ShaderFeatures features, Shader shader, ShaderCompilerData compilerData) { if (shader.name.Contains("HDRP")) return true; if (!CoreUtils.HasFlag(features, ShaderFeatures.MainLightShadows) && shader.name.Contains("ScreenSpaceShadows")) return true; return false; } bool StripUnusedPass(ShaderFeatures features, ShaderSnippetData snippetData) { if (snippetData.passType == PassType.Meta) return true; if (snippetData.passType == PassType.ShadowCaster) if (!CoreUtils.HasFlag(features, ShaderFeatures.MainLightShadows) && !CoreUtils.HasFlag(features, ShaderFeatures.AdditionalLightShadows)) return true; return false; } bool StripUnusedFeatures(ShaderFeatures features, ShaderCompilerData compilerData) { // strip main light shadows and cascade variants if (!CoreUtils.HasFlag(features, ShaderFeatures.MainLightShadows)) { if (compilerData.shaderKeywordSet.IsEnabled(m_MainLightShadows)) return true; if (compilerData.shaderKeywordSet.IsEnabled(m_CascadeShadows)) return true; } bool isAdditionalLightPerVertex = compilerData.shaderKeywordSet.IsEnabled(m_AdditionalLightsVertex); bool isAdditionalLightPerPixel = compilerData.shaderKeywordSet.IsEnabled(m_AdditionalLightsPixel); bool isAdditionalLightShadow = compilerData.shaderKeywordSet.IsEnabled(m_AdditionalLightShadows); // Additional light are shaded per-vertex. Strip additional lights per-pixel and shadow variants if (CoreUtils.HasFlag(features, ShaderFeatures.VertexLighting) && (isAdditionalLightPerPixel || isAdditionalLightShadow)) return true; // No additional lights if (!CoreUtils.HasFlag(features, ShaderFeatures.AdditionalLights) && (isAdditionalLightPerPixel || isAdditionalLightPerVertex || isAdditionalLightShadow)) return true; // No additional light shadows if (!CoreUtils.HasFlag(features, ShaderFeatures.AdditionalLightShadows) && isAdditionalLightShadow) return true; if (!CoreUtils.HasFlag(features, ShaderFeatures.SoftShadows) && compilerData.shaderKeywordSet.IsEnabled(m_SoftShadows)) return true; if (compilerData.shaderKeywordSet.IsEnabled(m_MixedLightingSubtractive) && !CoreUtils.HasFlag(features, ShaderFeatures.MixedLighting)) return true; return false; } bool StripUnsupportedVariants(ShaderCompilerData compilerData) { // Dynamic GI is not supported so we can strip variants that have directional lightmap // enabled but not baked lightmap. if (compilerData.shaderKeywordSet.IsEnabled(m_DirectionalLightmap) && !compilerData.shaderKeywordSet.IsEnabled(m_Lightmap)) return true; if (compilerData.shaderCompilerPlatform == ShaderCompilerPlatform.GLES20) { if (compilerData.shaderKeywordSet.IsEnabled(m_CascadeShadows)) return true; } return false; } bool StripInvalidVariants(ShaderCompilerData compilerData) { bool isMainShadow = compilerData.shaderKeywordSet.IsEnabled(m_MainLightShadows); bool isAdditionalShadow = compilerData.shaderKeywordSet.IsEnabled(m_AdditionalLightShadows); bool isShadowVariant = isMainShadow || isAdditionalShadow; if (!isMainShadow && compilerData.shaderKeywordSet.IsEnabled(m_CascadeShadows)) return true; if (!isShadowVariant && compilerData.shaderKeywordSet.IsEnabled(m_SoftShadows)) return true; if (isAdditionalShadow && !compilerData.shaderKeywordSet.IsEnabled(m_AdditionalLightsPixel)) return true; return false; } bool StripDeprecated(ShaderCompilerData compilerData) { if (compilerData.shaderKeywordSet.IsEnabled(m_DeprecatedVertexLights)) return true; if (compilerData.shaderKeywordSet.IsEnabled(m_DeprecatedShadowsCascade)) return true; if (compilerData.shaderKeywordSet.IsEnabled(m_DeprecatedShadowsEnabled)) return true; if (compilerData.shaderKeywordSet.IsEnabled(m_DeprecatedLocalShadowsEnabled)) return true; return false; } bool StripUnused(ShaderFeatures features, Shader shader, ShaderSnippetData snippetData, ShaderCompilerData compilerData) { if (StripUnusedShader(features, shader, compilerData)) return true; if (StripUnusedPass(features, snippetData)) return true; if (StripUnusedFeatures(features, compilerData)) return true; if (StripUnsupportedVariants(compilerData)) return true; if (StripInvalidVariants(compilerData)) return true; if (StripDeprecated(compilerData)) return true; return false; } void LogShaderVariants(Shader shader, ShaderSnippetData snippetData, ShaderVariantLogLevel logLevel, int prevVariantsCount, int currVariantsCount) { if (logLevel == ShaderVariantLogLevel.AllShaders || shader.name.Contains("Universal Render Pipeline")) { float percentageCurrent = (float)currVariantsCount / (float)prevVariantsCount * 100f; float percentageTotal = (float)m_TotalVariantsOutputCount / (float)m_TotalVariantsInputCount * 100f; string result = string.Format("STRIPPING: {0} ({1} pass) ({2}) -" + " Remaining shader variants = {3}/{4} = {5}% - Total = {6}/{7} = {8}%", shader.name, snippetData.passName, snippetData.shaderType.ToString(), currVariantsCount, prevVariantsCount, percentageCurrent, m_TotalVariantsOutputCount, m_TotalVariantsInputCount, percentageTotal); Debug.Log(result); } } public void OnProcessShader(Shader shader, ShaderSnippetData snippetData, IList compilerDataList) { UniversalRenderPipelineAsset lwrpAsset = GraphicsSettings.renderPipelineAsset as UniversalRenderPipelineAsset; if (lwrpAsset == null || compilerDataList == null || compilerDataList.Count == 0) return; ShaderFeatures features = GetSupportedShaderFeatures(lwrpAsset); int prevVariantCount = compilerDataList.Count; for (int i = 0; i < compilerDataList.Count; ++i) { if (StripUnused(features, shader, snippetData, compilerDataList[i])) { compilerDataList.RemoveAt(i); --i; } } if (lwrpAsset.shaderVariantLogLevel != ShaderVariantLogLevel.Disabled) { m_TotalVariantsInputCount += prevVariantCount; m_TotalVariantsOutputCount += compilerDataList.Count; LogShaderVariants(shader, snippetData, lwrpAsset.shaderVariantLogLevel, prevVariantCount, compilerDataList.Count); } } ShaderFeatures GetSupportedShaderFeatures(UniversalRenderPipelineAsset pipelineAsset) { ShaderFeatures shaderFeatures; shaderFeatures = ShaderFeatures.MainLight; if (pipelineAsset.supportsMainLightShadows) shaderFeatures |= ShaderFeatures.MainLightShadows; if (pipelineAsset.additionalLightsRenderingMode == LightRenderingMode.PerVertex) { shaderFeatures |= ShaderFeatures.AdditionalLights; shaderFeatures |= ShaderFeatures.VertexLighting; } else if (pipelineAsset.additionalLightsRenderingMode == LightRenderingMode.PerPixel) { shaderFeatures |= ShaderFeatures.AdditionalLights; if (pipelineAsset.supportsAdditionalLightShadows) shaderFeatures |= ShaderFeatures.AdditionalLightShadows; } bool anyShadows = pipelineAsset.supportsMainLightShadows || CoreUtils.HasFlag(shaderFeatures, ShaderFeatures.AdditionalLightShadows); if (pipelineAsset.supportsSoftShadows && anyShadows) shaderFeatures |= ShaderFeatures.SoftShadows; if (pipelineAsset.supportsMixedLighting) shaderFeatures |= ShaderFeatures.MixedLighting; return shaderFeatures; } } }