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//#define LOG_VARIANTS
//#define LOG_ONLY_LWRP_VARIANTS
using System.Collections.Generic;
using UnityEditor.Build;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
using UnityEngine.Rendering;
using LightweightRP = UnityEngine.Experimental.Rendering.LightweightPipeline.LightweightPipeline;
namespace UnityEditor.Experimental.Rendering.LightweightPipeline
{
public static class LightweightKeyword
{
public static readonly ShaderKeyword AdditionalLights = new ShaderKeyword(LightweightKeywordStrings.AdditionalLights);
public static readonly ShaderKeyword VertexLights = new ShaderKeyword(LightweightKeywordStrings.VertexLights);
public static readonly ShaderKeyword MixedLightingSubtractive = new ShaderKeyword(LightweightKeywordStrings.MixedLightingSubtractive);
public static readonly ShaderKeyword DirectionalShadows = new ShaderKeyword(LightweightKeywordStrings.DirectionalShadows);
public static readonly ShaderKeyword LocalShadows = new ShaderKeyword(LightweightKeywordStrings.LocalShadows);
public static readonly ShaderKeyword SoftShadows = new ShaderKeyword(LightweightKeywordStrings.SoftShadows);
public static readonly ShaderKeyword CascadeShadows = new ShaderKeyword(LightweightKeywordStrings.CascadeShadows);
public static readonly ShaderKeyword Lightmap = new ShaderKeyword("LIGHTMAP_ON");
public static readonly ShaderKeyword DirectionalLightmap = new ShaderKeyword("DIRLIGHTMAP_COMBINED");
}
public class ShaderPreprocessor : IPreprocessShaders
{
#if LOG_VARIANTS
int m_TotalVariantsInputCount;
int m_TotalVariantsOutputCount;
#endif
// 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(PipelineCapabilities capabilities, Shader shader)
{
if (shader.name.Contains("Debug"))
return true;
if (shader.name.Contains("HDRenderPipeline"))
return true;
if (!CoreUtils.HasFlag(capabilities, PipelineCapabilities.DirectionalShadows) &&
shader.name.Contains("ScreenSpaceShadows"))
return true;
return false;
}
bool StripUnusedPass(PipelineCapabilities capabilities, ShaderSnippetData snippetData)
{
if (snippetData.passType == PassType.Meta)
return true;
if (snippetData.passType == PassType.ShadowCaster)
if (!CoreUtils.HasFlag(capabilities, PipelineCapabilities.DirectionalShadows) && !CoreUtils.HasFlag(capabilities, PipelineCapabilities.LocalShadows))
return true;
return false;
}
bool StripUnusedVariant(PipelineCapabilities capabilities, ShaderCompilerData compilerData)
{
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.AdditionalLights) &&
!CoreUtils.HasFlag(capabilities, PipelineCapabilities.AdditionalLights))
return true;
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.VertexLights) &&
!CoreUtils.HasFlag(capabilities, PipelineCapabilities.VertexLights))
return true;
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.DirectionalShadows) &&
!CoreUtils.HasFlag(capabilities, PipelineCapabilities.DirectionalShadows))
return true;
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.LocalShadows) &&
!CoreUtils.HasFlag(capabilities, PipelineCapabilities.LocalShadows))
return true;
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.SoftShadows) &&
!CoreUtils.HasFlag(capabilities, PipelineCapabilities.SoftShadows))
return true;
return false;
}
bool StripInvalidVariants(ShaderCompilerData compilerData)
{
bool isDirectionalShadows = compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.DirectionalShadows);
bool isShadowVariant = isDirectionalShadows || compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.LocalShadows);
if (!isDirectionalShadows && compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.CascadeShadows))
return true;
if (!isShadowVariant && compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.SoftShadows))
return true;
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.VertexLights) &&
!compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.AdditionalLights))
return true;
// Note: LWRP doesn't support Dynamic Lightmap.
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.DirectionalLightmap) &&
!compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.Lightmap))
return true;
return false;
}
bool StripUnused(PipelineCapabilities capabilities, Shader shader, ShaderSnippetData snippetData, ShaderCompilerData compilerData)
{
if (StripUnusedShader(capabilities, shader))
return true;
if (StripUnusedPass(capabilities, snippetData))
return true;
if (StripUnusedVariant(capabilities, compilerData))
return true;
if (StripInvalidVariants(compilerData))
return true;
return false;
}
#if LOG_VARIANTS
void LogVariants(Shader shader, ShaderSnippetData snippetData, int prevVariantsCount, int currVariantsCount)
{
#if LOG_ONLY_LWRP_VARIANTS
if (shader.name.Contains("LightweightPipeline"))
#endif
{
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);
}
}
#endif
public void OnProcessShader(Shader shader, ShaderSnippetData snippetData, IList<ShaderCompilerData> compilerDataList)
{
LightweightRP lw = RenderPipelineManager.currentPipeline as LightweightRP;
if (lw == null)
return;
PipelineCapabilities capabilities = LightweightRP.GetPipelineCapabilities();
int prevVariantCount = compilerDataList.Count;
for (int i = 0; i < compilerDataList.Count; ++i)
{
if (StripUnused(capabilities, shader, snippetData, compilerDataList[i]))
{
compilerDataList.RemoveAt(i);
--i;
}
}
#if LOG_VARIANTS
m_TotalVariantsInputCount += prevVariantCount;
m_TotalVariantsOutputCount += compilerDataList.Count;
LogVariants(shader, snippetData, prevVariantCount, compilerDataList.Count);
#endif
}
}
}