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54
Assets/Oculus/VR/Editor/OVRShaderBuildProcessor.cs
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54
Assets/Oculus/VR/Editor/OVRShaderBuildProcessor.cs
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEditor.Rendering;
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using UnityEngine;
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using UnityEngine.Rendering;
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public class OVRShaderBuildProcessor : IPreprocessShaders
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{
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public int callbackOrder { get { return 0; } }
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public void OnProcessShader(
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Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> shaderCompilerData)
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{
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var projectConfig = OVRProjectConfig.GetProjectConfig();
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if (projectConfig == null)
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{
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return;
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}
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if (!projectConfig.skipUnneededShaders)
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{
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return;
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}
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if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android)
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{
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return;
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}
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var strippedGraphicsTiers = new HashSet<GraphicsTier>();
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// Unity only uses shader Tier2 on Quest and Go (regardless of graphics API)
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if (projectConfig.targetDeviceTypes.Contains(OVRProjectConfig.DeviceType.Quest) ||
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projectConfig.targetDeviceTypes.Contains(OVRProjectConfig.DeviceType.Quest2))
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{
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strippedGraphicsTiers.Add(GraphicsTier.Tier1);
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strippedGraphicsTiers.Add(GraphicsTier.Tier3);
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}
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if (strippedGraphicsTiers.Count == 0)
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{
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return;
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}
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for (int i = shaderCompilerData.Count - 1; i >= 0; --i)
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{
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if (strippedGraphicsTiers.Contains(shaderCompilerData[i].graphicsTier))
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{
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shaderCompilerData.RemoveAt(i);
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}
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}
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}
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}
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