public StripShaderCompilerData(UnityEditor.Rendering.ShaderCompilerData shaderCompilerData, bool isStripped = false) { if (shaderKeywordSet == null) { shaderKeywordSet = new List <StripShaderKeyword>(); } UnityEngine.Rendering.ShaderKeyword[] keywordSet = shaderCompilerData.shaderKeywordSet.GetShaderKeywords(); for (int i = 0; i < keywordSet.Length; i++) { StripShaderKeyword shaderKeyword = new StripShaderKeyword(keywordSet[i]); shaderKeywordSet.Add(shaderKeyword); } Array array = Enum.GetValues(typeof(UnityEngine.Rendering.BuiltinShaderDefine)); foreach (UnityEngine.Rendering.BuiltinShaderDefine v in array) { if (shaderCompilerData.platformKeywordSet.IsEnabled(v)) { StripBuiltinShaderDefine newdefine = StripTypeConvert.ConvertUnityTypeToStripType(v); platformKeywordSet = platformKeywordSet | newdefine; } } shaderRequirements = shaderCompilerData.shaderRequirements; graphicsTier = shaderCompilerData.graphicsTier; shaderCompilerPlatform = shaderCompilerData.shaderCompilerPlatform; this.isStripped = isStripped; }
/// <summary> /// Method for applying the currently stored setting values to the game /// </summary> public static void ApplyGameSettings() { // set sound AudioListener.volume = PlayerPrefs.GetFloat("MasterVolume", 0.5f); UnityEngine.Rendering.GraphicsTier uniGraphicsSetting = UnityEngine.Rendering.GraphicsTier.Tier1; switch (PlayerPrefs.GetInt("GraphicsSetting")) { case 1: uniGraphicsSetting = UnityEngine.Rendering.GraphicsTier.Tier2; break; case 2: uniGraphicsSetting = UnityEngine.Rendering.GraphicsTier.Tier3; break; } Graphics.activeTier = uniGraphicsSetting; // TODO, add more options }