forked from BilalY/Rasagar
66 lines
2.3 KiB
C#
66 lines
2.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using UnityEngine;
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namespace UnityEditor.Rendering.HighDefinition
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{
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class HDRPShaderVariantStripper : IShaderVariantStripper
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{
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Lazy<List<BaseShaderPreprocessor>> m_ShaderProcessorsList = new Lazy<List<BaseShaderPreprocessor>>(() => HDShaderUtils.GetBaseShaderPreprocessorList());
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// Track list of materials asking for specific preprocessor step
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List<BaseShaderPreprocessor> shaderProcessorsList => m_ShaderProcessorsList.Value;
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public bool active
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{
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get
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{
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if (HDRPBuildData.instance.buildingPlayerForHDRenderPipeline)
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{
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// Test if striping is enabled in any of the found HDRP assets.
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foreach (var asset in HDRPBuildData.instance.renderPipelineAssets)
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{
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if (asset.allowShaderVariantStripping)
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{
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return true;
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}
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}
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}
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return false;
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}
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}
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public bool CanRemoveVariant([DisallowNull] Shader shader, ShaderSnippetData shaderVariant, ShaderCompilerData shaderCompilerData)
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{
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// Remove the input by default, until we find a HDRP Asset in the list that needs it.
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bool removeInput = true;
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foreach (var hdAsset in HDRPBuildData.instance.renderPipelineAssets)
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{
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var strippedByPreprocessor = false;
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// Call list of strippers
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// Note that all strippers cumulate each other, so be aware of any conflict here
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foreach (BaseShaderPreprocessor shaderPreprocessor in shaderProcessorsList)
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{
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if (shaderPreprocessor.ShadersStripper(hdAsset, shader, shaderVariant, shaderCompilerData))
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{
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strippedByPreprocessor = true;
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break;
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}
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}
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if (!strippedByPreprocessor)
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{
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removeInput = false;
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break;
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}
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}
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return removeInput;
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}
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}
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}
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