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60 行
2.2 KiB
60 行
2.2 KiB
using System.Collections.Generic;
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using UnityEditor.Build;
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using UnityEditor.Rendering;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HDPipeline;
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namespace UnityEditor.Experimental.Rendering.HDPipeline
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{
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class HDRPreprocessShaders : IPreprocessShaders
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{
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Dictionary<string, VariantStrippingFunc> m_StripperFuncs;
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HDRenderPipelineAsset m_CurrentHDRPAsset;
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public HDRPreprocessShaders()
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{
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// TODO: Grab correct configuration/quality asset.
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HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
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if (hdPipeline != null)
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m_CurrentHDRPAsset = hdPipeline.asset;
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m_StripperFuncs = new Dictionary<string, VariantStrippingFunc>();
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List<BaseShaderPreprocessor> materialList = HDEditorUtils.GetBaseShaderPreprocessorList();
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// Fill the dictionary with material to handle
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foreach (BaseShaderPreprocessor material in materialList)
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{
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material.AddStripperFuncs(m_StripperFuncs);
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}
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}
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public int callbackOrder { get { return 0; } }
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public void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> inputData)
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{
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// This test will also return if we are not using HDRenderPipelineAsset
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if (m_CurrentHDRPAsset == null || !m_CurrentHDRPAsset.allowShaderVariantStripping)
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return;
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// Do we have a shader variant stripper function for this shader?
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VariantStrippingFunc stripperFunc = null;
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m_StripperFuncs.TryGetValue(shader.name, out stripperFunc);
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if (stripperFunc == null)
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return;
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int inputShaderVariantCount = inputData.Count;
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for (int i = 0; i < inputData.Count; ++i)
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{
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ShaderCompilerData input = inputData[i];
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if (stripperFunc(m_CurrentHDRPAsset, shader, snippet, input))
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{
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inputData.RemoveAt(i);
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i--;
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}
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}
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}
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}
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}
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