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39 行
1.6 KiB

using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
class HDRPCustomBuildProcessor : IPreprocessBuildWithReport
{
public int callbackOrder { get { return 0; } }
public void OnPreprocessBuild(BuildReport report)
{
// Don't execute the preprocess if we are not HDRenderPipeline
HDRenderPipeline hdrp = RenderPipelineManager.currentPipeline as HDRenderPipeline;
if (hdrp == null)
return;
// Note: If you add new platform in this function, think about adding support in IsSupportedPlatform() function in HDRenderPipeline.cs
// If platform is supported all good
if (report.summary.platform == BuildTarget.StandaloneWindows ||
report.summary.platform == BuildTarget.StandaloneWindows64 ||
report.summary.platform == BuildTarget.StandaloneLinux64 ||
report.summary.platform == BuildTarget.StandaloneLinuxUniversal ||
report.summary.platform == BuildTarget.StandaloneOSX ||
report.summary.platform == BuildTarget.XboxOne ||
report.summary.platform == BuildTarget.PS4 ||
report.summary.platform == BuildTarget.Switch)
{
return ;
}
string msg = "The platform " + report.summary.platform.ToString() + " is not supported with Hight Definition Render Pipeline";
// Throw an exception to stop the build
throw new BuildFailedException(msg);
}
}