112 lines
4.8 KiB
C#
112 lines
4.8 KiB
C#
using JetBrains.Annotations;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using UnityEditor.Build;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace UnityEditor.Rendering
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{
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/// <summary>
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/// Extensions for <see cref="BuildTarget"/>
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/// </summary>
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public static class BuildTargetExtensions
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{
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static bool NeedsToBeIncludedInBuildBylabel(RenderPipelineAsset asset, string label)
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{
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var labelList = AssetDatabase.GetLabels(asset);
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foreach (string item in labelList)
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{
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if (item == label)
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return true;
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}
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return false;
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}
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static void AddAdditionalRenderPipelineAssetsIncludedForBuild<T>(HashSet<T> assetsList)
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where T : RenderPipelineAsset
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{
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var includer = GraphicsSettings.GetRenderPipelineSettings<IncludeAdditionalRPAssets>();
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if (includer == null)
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return;
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bool includeSceneDependencies = includer.includeReferencedInScenes;
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bool includeAssetsWithLabel = includer.includeAssetsByLabel;
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string labelToInclude = includer.labelToInclude;
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if (!includeSceneDependencies && !includeAssetsWithLabel)
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return;
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using (ListPool<string>.Get(out var assetsPaths))
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{
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assetsPaths.AddRange(AssetDatabaseHelper.FindAssetPaths<T>(".asset"));
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if (includeSceneDependencies)
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{
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using (ListPool<string>.Get(out var scenesPaths))
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{
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foreach (var scene in EditorBuildSettings.scenes)
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if (scene.enabled)
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scenesPaths.Add(scene.path);
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// Get all enabled scenes path in the build settings.
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HashSet<string> depsHash = new HashSet<string>(AssetDatabase.GetDependencies(scenesPaths.ToArray()));
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for (int i = 0; i < assetsPaths.Count; ++i)
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{
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var assetPath = assetsPaths[i];
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if (depsHash.Contains(assetPath))
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assetsList.Add(AssetDatabase.LoadAssetAtPath<T>(assetPath));
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}
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}
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}
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if (includeAssetsWithLabel)
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{
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for (int i = 0; i < assetsPaths.Count; ++i)
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{
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// Add the assets that are labeled to be included
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var asset = AssetDatabase.LoadAssetAtPath<T>(assetsPaths[i]);
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if (NeedsToBeIncludedInBuildBylabel(asset, labelToInclude))
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assetsList.Add(asset);
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}
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}
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}
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}
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/// <summary>
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/// Obtains a list of the <see cref="RenderPipelineAsset"/> that are references into the settings either on <see cref="QualitySettings"/> or in <see cref="GraphicsSettings"/>
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/// </summary>
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/// <typeparam name="T">The type of <see cref="RenderPipelineAsset"/></typeparam>
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/// <param name="buildTarget">The <see cref="BuildTarget"/> to obtain the assets.</param>
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/// <param name="srpAssets">The output list of <see cref="RenderPipelineAsset"/> that are referenced by the platform.</param>
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/// <returns>false if there was an error fetching the <see cref="RenderPipelineAsset"/> for this <see cref="BuildTarget"/></returns>
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[MustUseReturnValue]
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public static bool TryGetRenderPipelineAssets<T>([DisallowNull] this BuildTarget buildTarget, List<T> srpAssets)
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where T : RenderPipelineAsset
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{
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if (srpAssets == null)
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return false;
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var activeBuildTargetGroup = BuildPipeline.GetBuildTargetGroup(buildTarget);
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var namedBuildTarget = NamedBuildTarget.FromBuildTargetGroup(activeBuildTargetGroup);
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QualitySettings.GetRenderPipelineAssetsForPlatform<T>(namedBuildTarget.TargetName, out var buildPipelineAssets, out var allQualityLevelsAreOverriden);
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bool noQualityLevels = QualitySettings.GetActiveQualityLevelsForPlatformCount(namedBuildTarget.TargetName) == 0;
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if (noQualityLevels || !allQualityLevelsAreOverriden)
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{
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// We need to check the fallback cases
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if (GraphicsSettings.defaultRenderPipeline is T srpAsset)
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buildPipelineAssets.Add(srpAsset);
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}
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if (buildPipelineAssets.Count != 0)
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AddAdditionalRenderPipelineAssetsIncludedForBuild(buildPipelineAssets);
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srpAssets.AddRange(buildPipelineAssets);
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return srpAssets.Count != 0;
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}
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}
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}
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