Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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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<ShaderCompilerData> 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;
}
}
}