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3.7 KiB

using System;
using System.Collections.Generic;
using UnityEditor.Build;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
// returns true if the variant should be stripped.
public delegate bool VariantStrippingFunc(HDRenderPipelineAsset hdrpAsset, Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData);
public class BaseShaderPreprocessor
{
protected ShaderKeyword m_ShadowMask;
protected ShaderKeyword m_Transparent;
protected ShaderKeyword m_DebugDisplay;
protected ShaderKeyword m_TileLighting;
protected ShaderKeyword m_ClusterLighting;
protected ShaderKeyword m_LodFadeCrossFade;
public BaseShaderPreprocessor()
{
m_Transparent = new ShaderKeyword("_SURFACE_TYPE_TRANSPARENT");
m_DebugDisplay = new ShaderKeyword("DEBUG_DISPLAY");
m_TileLighting = new ShaderKeyword("USE_FPTL_LIGHTLIST");
m_ClusterLighting = new ShaderKeyword("USE_CLUSTERED_LIGHTLIST");
m_LodFadeCrossFade = new ShaderKeyword("LOD_FADE_CROSSFADE");
}
public virtual void AddStripperFuncs(Dictionary<string, VariantStrippingFunc> stripperFuncs) {}
// NOTE: All these keyword should be automatically stripped so there's no need to handle them ourselves.
// LIGHTMAP_ON, DIRLIGHTMAP_COMBINED, DYNAMICLIGHTMAP_ON, LIGHTMAP_SHADOW_MIXING, SHADOWS_SHADOWMASK
// FOG_LINEAR, FOG_EXP, FOG_EXP2
// STEREO_INSTANCING_ON, STEREO_MULTIVIEW_ON, STEREO_CUBEMAP_RENDER_ON, UNITY_SINGLE_PASS_STEREO
// INSTANCING_ON
// Several pass are common to all shader, let's share code here
// This remove variant (return true) for:
// - Scene Selection
// - Motion vectors
// - Tile pass for Transparent (not compatible)
// -
protected bool CommonShaderStripper(HDRenderPipelineAsset hdrpAsset, Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData)
{
bool isSceneSelectionPass = snippet.passName == "SceneSelectionPass";
if (isSceneSelectionPass)
return true;
bool isMotionPass = snippet.passName == "Motion Vectors";
if (!hdrpAsset.renderPipelineSettings.supportMotionVectors && isMotionPass)
return true;
//bool isForwardPass = (snippet.passName == "Forward") || (snippet.passName == "ForwardOnly");
if (inputData.shaderKeywordSet.IsEnabled(m_Transparent))
{
// If we are transparent we use cluster lighting and not tile lighting
if (inputData.shaderKeywordSet.IsEnabled(m_TileLighting))
return true;
}
else // Opaque
{
// Note: we can't assume anything regarding tile/cluster for opaque as multiple view could used different settings and it depends on MSAA
}
// TODO: If static lighting we can remove meta pass, but how to know that?
// If we are in a release build, don't compile debug display variant
// Also don't compile it if not requested by the render pipeline settings
if ((/*!Debug.isDebugBuild || */ !hdrpAsset.renderPipelineSettings.supportRuntimeDebugDisplay) && inputData.shaderKeywordSet.IsEnabled(m_DebugDisplay))
return true;
if (inputData.shaderKeywordSet.IsEnabled(m_LodFadeCrossFade) && !hdrpAsset.renderPipelineSettings.supportDitheringCrossFade)
return true;
return false;
}
}
}