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163 行
7.2 KiB
163 行
7.2 KiB
using System.Collections;
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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.Rendering;
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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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#if UNITY_2018_2_OR_NEWER
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class HDRPVariantStripper : IPreprocessShaders
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{
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// returns true if the variant should be stripped.
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delegate bool VariantStrippingFunc(Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData);
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Dictionary<string, VariantStrippingFunc> m_StripperFuncs;
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HDRenderPipelineAsset m_CurrentHDRPAsset;
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ShaderKeyword m_ShadowMask;
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ShaderKeyword m_Transparent;
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ShaderKeyword m_DebugDisplay;
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ShaderKeyword m_TileLighting;
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ShaderKeyword m_ClusterLighting;
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//ShaderKeyword m_FeatureSSS;
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public HDRPVariantStripper()
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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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m_StripperFuncs.Add("HDRenderPipeline/Lit", LitShaderStripper);
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m_StripperFuncs.Add("HDRenderPipeline/LitTessellation", LitShaderStripper);
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m_StripperFuncs.Add("HDRenderPipeline/LayeredLit", LitShaderStripper);
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m_StripperFuncs.Add("HDRenderPipeline/LayeredLitTessellation", LitShaderStripper);
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m_StripperFuncs.Add("HDRenderPipeline/Unlit", UnlitShaderStripper);
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m_Transparent = new ShaderKeyword("_SURFACE_TYPE_TRANSPARENT");
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m_DebugDisplay = new ShaderKeyword("DEBUG_DISPLAY");
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m_TileLighting = new ShaderKeyword("USE_FPTL_LIGHTLIST");
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m_ClusterLighting = new ShaderKeyword("USE_CLUSTERED_LIGHTLIST");
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//m_FeatureSSS = new ShaderKeyword("_MATERIAL_FEATURE_SUBSURFACE_SCATTERING");
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}
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bool UnlitShaderStripper(Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData)
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{
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bool isSceneSelectionPass = snippet.passName == "SceneSelectionPass";
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if (isSceneSelectionPass)
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return true;
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return false;
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}
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bool LitShaderStripper(Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData)
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{
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bool isSceneSelectionPass = snippet.passName == "SceneSelectionPass";
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if (isSceneSelectionPass)
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return true;
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bool isGBufferPass = snippet.passName == "GBuffer";
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bool isForwardPass = snippet.passName == "Forward";
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bool isTransparentForwardPass = snippet.passName == "TransparentDepthPostpass" || snippet.passName == "TransparentBackface" || snippet.passName == "TransparentDepthPrepass";
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bool isMotionPass = snippet.passName == "Motion Vectors";
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// NOTE: All these keyword should be automatically stripped so there's no need to handle them ourselves.
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// LIGHTMAP_ON, DIRLIGHTMAP_COMBINED, DYNAMICLIGHTMAP_ON, LIGHTMAP_SHADOW_MIXING, SHADOWS_SHADOWMASK
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// FOG_LINEAR, FOG_EXP, FOG_EXP2
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// STEREO_INSTANCING_ON, STEREO_MULTIVIEW_ON, STEREO_CUBEMAP_RENDER_ON, UNITY_SINGLE_PASS_STEREO
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// INSTANCING_ON
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if (!m_CurrentHDRPAsset.renderPipelineSettings.supportMotionVectors && isMotionPass)
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return true;
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// When using forward only, we never need GBuffer pass (only Forward)
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if (m_CurrentHDRPAsset.renderPipelineSettings.supportForwardOnly && isGBufferPass)
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return true;
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if (inputData.shaderKeywordSet.IsEnabled(m_Transparent))
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{
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// If transparent, we never need GBuffer pass.
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if (isGBufferPass)
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return true;
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// We will also use cluster instead of tile
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if (inputData.shaderKeywordSet.IsEnabled(m_TileLighting))
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return true;
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}
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else // Opaque
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{
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// If opaque, we never need transparent specific passes (even in forward only mode)
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if (isTransparentForwardPass)
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return true;
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if (!m_CurrentHDRPAsset.renderPipelineSettings.supportForwardOnly && inputData.shaderKeywordSet.IsEnabled(m_ClusterLighting))
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return true;
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if (!m_CurrentHDRPAsset.renderPipelineSettings.supportForwardOnly)
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{
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// If opaque and not forward only, then we only need the forward debug pass.
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if (isForwardPass && !inputData.shaderKeywordSet.IsEnabled(m_DebugDisplay))
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return true;
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}
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}
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// TODO: Expose development build flag.
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//if (developmentBuild && inputData.shaderKeywordSet.IsEnabled(m_DebugDisplay))
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// return true;
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// TODO: Tests for later
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// We need to find a way to strip useless shader features for passes/shader stages that don't need them (example, vertex shaders won't ever need SSS Feature flag)
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// This causes several problems:
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// - Runtime code that "finds" shader variants based on feature flags might not find them anymore... thus fall backing to the "let's give a score to variant" code path that may find the wrong variant.
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// - Another issue is that if a feature is declared without a "_" fall-back, if we strip the other variants, none may be left to use! This needs to be changed on our side.
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//if (snippet.shaderType == ShaderType.Vertex && inputData.shaderKeywordSet.IsEnabled(m_FeatureSSS))
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// return true;
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return false;
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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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ShaderCompilerData workaround = inputData[0];
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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(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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// Currently if a certain snippet is completely stripped (for example if you remove a whole pass) other passes might get broken
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// To work around that, we make sure that we always have at least one variant.
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if (inputData.Count == 0)
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inputData.Add(workaround);
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}
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}
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#endif
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}
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