Heroes_of_Hiis/Assets/Oculus/VR/Editor/OVRShaderBuildProcessor.cs

55 lines
1.3 KiB
C#

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