示例#1
0
        void LogShaderVariants(Shader shader, ShaderSnippetData snippetData, ShaderVariantLogLevel logLevel, int prevVariantsCount, int currVariantsCount)
        {
            Func <bool> showlog = () =>
            {
                if (logLevel == ShaderVariantLogLevel.AllShaders)
                {
                    return(true);
                }
                if (logLevel == ShaderVariantLogLevel.OnlyLightweightRPShaders && shader.name.Contains("Lightweight Render Pipeline"))
                {
                    return(true);
                }
                LightweightRenderPipelineAsset lwrpAsset = GraphicsSettings.renderPipelineAsset as LightweightRenderPipelineAsset;
                if (logLevel == ShaderVariantLogLevel.ShowIfAbove && currVariantsCount > lwrpAsset.shaderVariantShowNum)
                {
                    return(true);
                }
                return(false);
            };

            if (showlog())
            {
                float percentageCurrent = (float)currVariantsCount / (float)prevVariantsCount * 100f;
                float percentageTotal   = (float)m_TotalVariantsOutputCount / (float)m_TotalVariantsInputCount * 100f;

                string result = string.Format("{9}'s STRIPPING: {0} ({1} pass) ({2}) -" +
                                              " Remaining shader variants = {3}/{4} = {5}% ||| Total = {6}/{7} = {8}%",
                                              shader.name, snippetData.passName, snippetData.shaderType.ToString(), currVariantsCount,
                                              prevVariantsCount, percentageCurrent, m_TotalVariantsOutputCount, m_TotalVariantsInputCount,
                                              percentageTotal, Application.productName);
                Debug.Log(YText(result));
            }
        }
示例#2
0
        void LogShaderVariants(Shader shader, ShaderSnippetData snippetData, ShaderVariantLogLevel logLevel, int prevVariantsCount, int currVariantsCount)
        {
            if (logLevel == ShaderVariantLogLevel.AllShaders || shader.name.Contains("Universal Render Pipeline"))
            {
                float percentageCurrent = (float)currVariantsCount / (float)prevVariantsCount * 100f;
                float percentageTotal   = (float)m_TotalVariantsOutputCount / (float)m_TotalVariantsInputCount * 100f;

                string result = string.Format("STRIPPING: {0} ({1} pass) ({2}) -" +
                                              " Remaining shader variants = {3}/{4} = {5}% - Total = {6}/{7} = {8}%",
                                              shader.name, snippetData.passName, snippetData.shaderType.ToString(), currVariantsCount,
                                              prevVariantsCount, percentageCurrent, m_TotalVariantsOutputCount, m_TotalVariantsInputCount,
                                              percentageTotal);
                Debug.Log(result);
            }
        }
示例#3
0
        void LogShaderVariants(Shader shader, ShaderSnippetData snippetData, ShaderVariantLogLevel logLevel, uint prevVariantsCount, uint currVariantsCount)
        {
            if (logLevel == ShaderVariantLogLevel.AllShaders ||
                (logLevel == ShaderVariantLogLevel.OnlyHDRPShaders && HDShaderUtils.IsHDRPShader(shader)))
            {
                float percentageCurrent = ((float)currVariantsCount / prevVariantsCount) * 100.0f;
                float percentageTotal   = ((float)m_TotalVariantsOutputCount / m_TotalVariantsInputCount) * 100.0f;

                string result = string.Format("STRIPPING: {0} ({1} pass) ({2}) -" +
                                              " Remaining shader variants = {3}/{4} = {5}% - Total = {6}/{7} = {8}%",
                                              shader.name, snippetData.passName, snippetData.shaderType.ToString(), currVariantsCount,
                                              prevVariantsCount, percentageCurrent, m_TotalVariantsOutputCount, m_TotalVariantsInputCount,
                                              percentageTotal);
                Debug.Log(result);
            }
        }
示例#4
0
        void LogShaderVariants(ComputeShader shader, string kernelName, ShaderVariantLogLevel logLevel, uint prevVariantsCount, uint currVariantsCount)
        {
            // We cannot yet differentiate whether a compute shader is HDRP specific or not.
            if (logLevel == ShaderVariantLogLevel.AllShaders || logLevel == ShaderVariantLogLevel.OnlyHDRPShaders)
            {
                float percentageCurrent = ((float)currVariantsCount / prevVariantsCount) * 100.0f;
                float percentageTotal   = ((float)m_TotalVariantsOutputCount / m_TotalVariantsInputCount) * 100.0f;

                string result = string.Format("STRIPPING: {0} (kernel: {1}) -" +
                                              " Remaining shader variants = {2}/{3} = {4}% - Total = {5}/{6} = {7}%",
                                              shader.name, kernelName, currVariantsCount,
                                              prevVariantsCount, percentageCurrent, m_TotalVariantsOutputCount, m_TotalVariantsInputCount,
                                              percentageTotal);
                Debug.Log(result);
            }
        }