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