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)); } }
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); } }
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); } }
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); } }