Exemple #1
0
        bool StripUnused(StripVariantsInfo stripInfo /*not null*/, Shader shader, ShaderSnippetData snippetData, ShaderCompilerData compilerData)
        {
            foreach (string shadername in stripInfo.globalShaderNames)
            {
                if (StripGlobalShader(shadername, shader))
                {
                    return(true);
                }
            }
            foreach (string keyword in stripInfo.globalKeywords)
            {
                if (StripGlobalKeywords(keyword, compilerData))
                {
                    return(true);
                }
            }

            if (stripInfo.specifiedShaders != null)
            {
                foreach (SpecifiedShaderKeyword specifed in stripInfo.specifiedShaders)
                {
                    if (StripSpecifiedKeyward(specifed, shader, compilerData))
                    {
                        return(true);
                    }
                }
            }
            return(false);
        }
Exemple #2
0
        public void OnProcessShader(Shader shader, ShaderSnippetData snippetData, IList <ShaderCompilerData> compilerDataList)
        {
            LightweightRenderPipelineAsset lwrpAsset = GraphicsSettings.renderPipelineAsset as LightweightRenderPipelineAsset;

            if (lwrpAsset == null || compilerDataList == null || compilerDataList.Count == 0)
            {
                return;
            }
            StripVariantsInfo stripInfo = lwrpAsset.stripVariantsInfo;


            int prevVariantCount = compilerDataList.Count;

            for (int i = 0; i < compilerDataList.Count; ++i)
            {
                if (stripInfo != null)
                {
                    if (StripUnused(stripInfo, shader, snippetData, compilerDataList[i]))
                    {
                        compilerDataList.RemoveAt(i);
                        --i;
                    }
                }
            }
            if (lwrpAsset.shaderVariantLogLevel != ShaderVariantLogLevel.Disabled)
            {
                m_TotalVariantsInputCount  += prevVariantCount;
                m_TotalVariantsOutputCount += compilerDataList.Count;
                if (compilerDataList.Count < prevVariantCount)
                {
                    LogShaderVariants(shader, snippetData, lwrpAsset.shaderVariantLogLevel, prevVariantCount, compilerDataList.Count);
                }
            }
        }