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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using System.Text.RegularExpressions; | |
using UnityEditor; | |
using UnityEditor.Build; | |
using UnityEditor.Rendering; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
public class ShaderVariantStripper : IPreprocessShaders | |
{ | |
public int callbackOrder { get { return 0; } } | |
private const string ShaderRoot = "Assets/AssetBundle/Shader/Variant"; | |
private const string MaterialRoot = "Assets"; | |
private List<Material> m_materials; | |
class EqualityComparer : IEqualityComparer<string[]> | |
{ | |
public bool Equals(string[] x, string[] y) | |
{ | |
Array.Sort(x); | |
Array.Sort(y); | |
return x.SequenceEqual(y); | |
} | |
public int GetHashCode(string[] obj) | |
{ | |
int hashCode = 0; | |
Array.Sort(obj); | |
foreach (var e in obj) | |
{ | |
hashCode ^= e.GetHashCode(); | |
} | |
return hashCode; | |
} | |
} | |
public void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> data) | |
{ | |
var shaderPath = AssetDatabase.GetAssetPath(shader); | |
if (shaderPath.StartsWith(ShaderRoot)) | |
{ | |
if (m_materials == null) | |
{ | |
m_materials = new List<Material>(); | |
foreach (var path in Directory.GetFiles(MaterialRoot, "*.mat", SearchOption.AllDirectories)) | |
{ | |
var material = AssetDatabase.LoadAssetAtPath<Material>(path); | |
if (material != null) | |
{ | |
m_materials.Add(material); | |
} | |
} | |
} | |
var validKeywords = UtilityFunction.GetShaderKeywords(shader); | |
var keywordsInUse = new HashSet<string[]>(new EqualityComparer()); | |
keywordsInUse.UnionWith(m_materials.Where(m => m.shader == shader).Select(m => m.shaderKeywords.Where(k => validKeywords.Contains(k)).ToArray())); | |
for (int i = data.Count - 1; i >= 0; i--) | |
{ | |
var keywordSet = data[i].shaderKeywordSet; | |
var enabledKeywords = keywordSet.GetShaderKeywords().Select(k => k.GetKeywordName()).ToArray(); | |
if (!keywordsInUse.Contains(enabledKeywords)) | |
{ | |
data.RemoveAt(i); | |
} | |
} | |
Debug.Log($"Build shader {shader} with {data.Count} variants"); | |
} | |
} | |
} |
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