ShadersBuildInfo.cs 6.5 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEditor.Rendering;
  5. using UnityEngine;
  6. using UnityEngine.Rendering;
  7. namespace ShaderControl {
  8. [Serializable, ExecuteInEditMode]
  9. public class ShadersBuildInfo : ScriptableObject {
  10. [HideInInspector]
  11. public long creationDateTicks;
  12. [NonSerialized]
  13. public string creationDateString;
  14. public List<ShaderBuildInfo> shaders;
  15. [NonSerialized]
  16. public bool requiresBuild;
  17. [HideInInspector]
  18. public BuildViewSortType sortType = BuildViewSortType.ShaderKeywordCount;
  19. [HideInInspector]
  20. public bool hideReadOnlyShaders;
  21. Dictionary<string, ShaderBuildInfo> shadersDict;
  22. private void OnEnable() {
  23. Refresh();
  24. }
  25. public void Clear() {
  26. creationDateString = "";
  27. creationDateTicks = 0;
  28. if (shaders != null) {
  29. shaders.Clear();
  30. }
  31. if (shadersDict != null) {
  32. shadersDict.Clear();
  33. }
  34. }
  35. public void Refresh() {
  36. creationDateString = new DateTime(creationDateTicks, DateTimeKind.Local).ToString();
  37. if (shadersDict == null) {
  38. shadersDict = new Dictionary<string, ShaderBuildInfo>();
  39. }
  40. if (shaders == null) {
  41. shaders = new List<ShaderBuildInfo>();
  42. }
  43. shadersDict.Clear();
  44. int count = shaders.Count;
  45. for (int k = 0; k < count; k++) {
  46. ShaderBuildInfo sb = shaders[k];
  47. shadersDict[sb.name] = sb;
  48. }
  49. Resort();
  50. }
  51. public void Add(ShaderBuildInfo sb) {
  52. if (shaders == null || shadersDict == null) {
  53. Refresh();
  54. }
  55. shaders.Add(sb);
  56. shadersDict[sb.name] = sb;
  57. }
  58. public bool ShaderIsExcluded(string shader) {
  59. ShaderBuildInfo sb = GetShader(shader);
  60. return sb != null ? !sb.includeInBuild : false;
  61. }
  62. public ShaderBuildInfo GetShader(string shader) {
  63. if (shadersDict == null) return null;
  64. ShaderBuildInfo sb;
  65. shadersDict.TryGetValue(shader, out sb);
  66. return sb;
  67. }
  68. public void Resort() {
  69. if (shaders == null) return;
  70. switch (sortType) {
  71. case BuildViewSortType.ShaderName:
  72. shaders.Sort((t1, t2) => t1.name.CompareTo(t2.name));
  73. break;
  74. case BuildViewSortType.ShaderKeywordCount:
  75. shaders.Sort((t1, t2) => {
  76. int kw1 = t1.keywords != null ? t1.keywords.Count : 0;
  77. int kw2 = t2.keywords != null ? t2.keywords.Count : 0;
  78. if (kw1 < kw2) {
  79. return 1;
  80. } else if (kw1 > kw2) {
  81. return -1;
  82. } else {
  83. return 0;
  84. }
  85. }
  86. );
  87. break;
  88. }
  89. }
  90. }
  91. [Serializable]
  92. public class KeywordBuildSettings {
  93. public string keyword;
  94. public bool includeInBuild = true;
  95. public bool includeInVariant;
  96. }
  97. [Serializable]
  98. public class KeywordSet {
  99. public List<string> keywords = new List<string>();
  100. public bool Same(Shader shader, ShaderKeyword[] shaderKeywords) {
  101. if (shaderKeywords == null) return false;
  102. List<string> knames = new List<string>();
  103. for (int k = 0; k < shaderKeywords.Length; k++) {
  104. ShaderKeyword kw = shaderKeywords[k];
  105. #if UNITY_2021_2_OR_NEWER
  106. string kname = kw.name;
  107. #elif UNITY_2019_3_OR_NEWER
  108. string kname = ShaderKeyword.GetKeywordName(shader, kw);
  109. #elif UNITY_2018_4_OR_NEWER
  110. string kname = kw.GetKeywordName();
  111. #else
  112. string kname = kw.GetName();
  113. #endif
  114. if (string.IsNullOrEmpty(kname)) {
  115. continue;
  116. }
  117. knames.Add(kname);
  118. }
  119. return (keywords.All(knames.Contains) && keywords.Count == knames.Count);
  120. }
  121. }
  122. [Serializable]
  123. public class ShaderBuildInfo {
  124. public string name, simpleName;
  125. public bool isExpanded;
  126. public bool includeInBuild = true;
  127. public List<KeywordBuildSettings> keywords;
  128. public bool isInternal;
  129. public bool isReadOnly;
  130. public List<KeywordSet> variants = new List<KeywordSet>();
  131. public string path;
  132. public bool ContainsKeyword(string keyword, bool exact) {
  133. if (keywords == null) return false;
  134. int count = keywords.Count;
  135. for (int k = 0; k < count; k++) {
  136. if (keywords[k].keyword.IndexOf(keyword, StringComparison.InvariantCultureIgnoreCase) >= 0) {
  137. if (exact) {
  138. return keywords[k].keyword == keyword;
  139. } else {
  140. return true;
  141. }
  142. }
  143. }
  144. return false;
  145. }
  146. public void ToggleIncludeKeyword(string keyword, bool includeInBuild) {
  147. if (keywords == null) return;
  148. int count = keywords.Count;
  149. for (int k = 0; k < count; k++) {
  150. if (keywords[k].keyword == keyword) {
  151. keywords[k].includeInBuild = includeInBuild;
  152. }
  153. }
  154. }
  155. public bool KeywordsIsIncluded(string keyword) {
  156. if (keywords != null) {
  157. int count = keywords.Count;
  158. for (int k = 0; k < count; k++) {
  159. KeywordBuildSettings kw = keywords[k];
  160. if (kw.keyword == keyword) {
  161. return kw.includeInBuild;
  162. }
  163. }
  164. }
  165. AddKeyword(keyword);
  166. return true;
  167. }
  168. public void AddKeyword(string keyword) {
  169. if (keywords == null) {
  170. keywords = new List<KeywordBuildSettings>();
  171. }
  172. KeywordBuildSettings kb = new KeywordBuildSettings();
  173. kb.keyword = keyword;
  174. keywords.Add(kb);
  175. }
  176. public void SortKeywords() {
  177. keywords.Sort(delegate (KeywordBuildSettings k1, KeywordBuildSettings k2) { return k1.keyword.CompareTo(k2.keyword); });
  178. }
  179. }
  180. }