ShaderDebugBuildProcessor.cs 6.0 KB

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  1. using System;
  2. using System.IO;
  3. using System.Collections.Generic;
  4. using UnityEditor;
  5. using UnityEditor.Build;
  6. using UnityEditor.Build.Reporting;
  7. using UnityEditor.Rendering;
  8. using UnityEngine;
  9. using UnityEngine.Rendering;
  10. namespace ShaderControl {
  11. class ShaderDebugBuildProcessor : IPreprocessShaders, IPostprocessBuildWithReport {
  12. ShadersBuildInfo shadersBuildInfo;
  13. public static ShadersBuildInfo CheckShadersBuildStore(ShadersBuildInfo shadersBuildInfo) {
  14. if (shadersBuildInfo == null) {
  15. string filename = GetStoredDataPath();
  16. shadersBuildInfo = AssetDatabase.LoadAssetAtPath<ShadersBuildInfo>(filename);
  17. if (shadersBuildInfo != null) {
  18. return shadersBuildInfo;
  19. }
  20. }
  21. // Check if scriptable object exists
  22. string path = GetStoredDataPath();
  23. if (!File.Exists(path)) {
  24. string dir = Path.GetDirectoryName(path);
  25. Directory.CreateDirectory(dir);
  26. shadersBuildInfo = ScriptableObject.CreateInstance<ShadersBuildInfo>();
  27. AssetDatabase.CreateAsset(shadersBuildInfo, path);
  28. AssetDatabase.SaveAssets();
  29. }
  30. return shadersBuildInfo;
  31. }
  32. public void OnPostprocessBuild(BuildReport report) {
  33. SaveResults();
  34. }
  35. public int callbackOrder { get { return 0; } }
  36. static string GetStoredDataPath() {
  37. // Locate shader control path
  38. string[] paths = AssetDatabase.GetAllAssetPaths();
  39. for (int k = 0; k < paths.Length; k++) {
  40. if (paths[k].EndsWith("/ShaderControl/Editor", StringComparison.InvariantCultureIgnoreCase)) {
  41. return paths[k] + "/Resources/BuiltShaders.asset";
  42. }
  43. }
  44. return null;
  45. }
  46. void SaveResults() {
  47. SCWindow.SetEditorPrefBool("QUICK_BUILD", false);
  48. if (shadersBuildInfo != null) {
  49. shadersBuildInfo.creationDateTicks = DateTime.Now.Ticks;
  50. EditorUtility.SetDirty(shadersBuildInfo);
  51. string filename = GetStoredDataPath();
  52. if (filename == null) {
  53. Debug.LogError("Shader Control path not found.");
  54. } else {
  55. AssetDatabase.SaveAssets();
  56. }
  57. }
  58. SCWindow.issueRefresh = 0;
  59. }
  60. public void OnProcessShader(
  61. Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> shaderCompilerData) {
  62. try {
  63. bool skipCompilation = false;
  64. if (SCWindow.GetEditorPrefBool("QUICK_BUILD", false)) {
  65. skipCompilation = true;
  66. }
  67. if (shadersBuildInfo == null) {
  68. string filename = GetStoredDataPath();
  69. shadersBuildInfo = AssetDatabase.LoadAssetAtPath<ShadersBuildInfo>(filename);
  70. if (shadersBuildInfo == null) {
  71. return;
  72. }
  73. }
  74. ShaderBuildInfo sb = shadersBuildInfo.GetShader(shader.name);
  75. if (sb == null) {
  76. sb = new ShaderBuildInfo();
  77. sb.name = shader.name;
  78. sb.simpleName = SCShader.GetSimpleName(sb.name);
  79. sb.path = AssetDatabase.GetAssetPath(shader);
  80. sb.isInternal = string.IsNullOrEmpty(sb.path) || !File.Exists(sb.path);
  81. shadersBuildInfo.Add(sb);
  82. EditorUtility.SetDirty(shadersBuildInfo);
  83. } else if (!sb.includeInBuild) {
  84. skipCompilation = true;
  85. }
  86. int count = shaderCompilerData.Count;
  87. for (int i = 0; i < count; ++i) {
  88. ShaderKeywordSet ks = shaderCompilerData[i].shaderKeywordSet;
  89. ShaderKeyword[] shaderKeywords = ks.GetShaderKeywords();
  90. // Check if variants are allowed
  91. if (shaderKeywords.Length > 0 && sb.variants != null && sb.variants.Count > 0) {
  92. bool includedVariant = false;
  93. foreach (var variant in sb.variants) {
  94. if (variant.Same(shader, shaderKeywords)) {
  95. includedVariant = true;
  96. break;
  97. }
  98. }
  99. if (!includedVariant) {
  100. shaderCompilerData.RemoveAt(i);
  101. count--;
  102. i--;
  103. continue; // for
  104. }
  105. }
  106. // Check if keywords are allowed
  107. foreach (ShaderKeyword kw in shaderKeywords) {
  108. #if UNITY_2021_2_OR_NEWER
  109. string kname = kw.name;
  110. #elif UNITY_2019_3_OR_NEWER
  111. string kname = ShaderKeyword.GetKeywordName(shader, kw);
  112. #elif UNITY_2018_4_OR_NEWER
  113. string kname = kw.GetKeywordName();
  114. #else
  115. string kname = kw.GetName();
  116. #endif
  117. if (string.IsNullOrEmpty(kname)) {
  118. continue;
  119. }
  120. if (!sb.KeywordsIsIncluded(kname)) {
  121. shaderCompilerData.RemoveAt(i);
  122. count--;
  123. i--;
  124. break;
  125. } else {
  126. EditorUtility.SetDirty(shadersBuildInfo);
  127. }
  128. }
  129. }
  130. if (skipCompilation) {
  131. shaderCompilerData.Clear();
  132. return;
  133. }
  134. } catch (Exception ex) {
  135. Debug.LogWarning("Shader Control detected an error during compilation of one shader: " + ex.ToString());
  136. }
  137. }
  138. }
  139. }