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using System; | |
using System.Collections.Generic; | |
using Unity.ProjectAuditor.Editor.Core; | |
using Unity.ProjectAuditor.Editor.Utils; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
namespace Unity.ProjectAuditor.Editor.Modules | |
{ | |
class ShaderAnalyzer : ShaderModuleAnalyzer | |
{ | |
internal const string PAA2000 = nameof(PAA2000); | |
internal static readonly Descriptor k_SrpBatcherDescriptor = new Descriptor( | |
PAA2000, | |
"Shader: Not compatible with SRP batcher", | |
Areas.CPU, | |
"The shader is not compatible with SRP Batcher.", | |
"Consider adding SRP Batcher compatibility to the shader. This will reduce the CPU time Unity requires to prepare and dispatch draw calls for materials that use the same shader variant." | |
) | |
{ | |
MessageFormat = "Shader '{0}' is not compatible with SRP Batcher", | |
DocumentationUrl = "https://docs.unity3d.com/Manual/SRPBatcher.html" | |
}; | |
public override void Initialize(Action<Descriptor> registerDescriptor) | |
{ | |
registerDescriptor(k_SrpBatcherDescriptor); | |
} | |
public override IEnumerable<ReportItem> Analyze(ShaderAnalysisContext context) | |
{ | |
if (!IsSrpBatchingEnabled) | |
{ | |
yield break; | |
} | |
if (context.Shader.name.StartsWith("Hidden/")) | |
{ | |
yield break; | |
} | |
var subShaderIndex = ShaderUtilProxy.GetShaderActiveSubshaderIndex(context.Shader); | |
var errorCode = ShaderUtilProxy.GetSRPBatcherCompatibilityCode(context.Shader, subShaderIndex); | |
var isSrpBatchingCompatible = errorCode == 0; | |
if (errorCode == 1) // not initialized | |
{ | |
var srpCompatibilityCheckMaterial = new Material(context.Shader); | |
srpCompatibilityCheckMaterial.SetPass(0); | |
subShaderIndex = ShaderUtilProxy.GetShaderActiveSubshaderIndex(context.Shader); | |
errorCode = ShaderUtilProxy.GetSRPBatcherCompatibilityCode(context.Shader, subShaderIndex); | |
isSrpBatchingCompatible = errorCode == 0; | |
GameObject.DestroyImmediate(srpCompatibilityCheckMaterial); | |
} | |
if (!isSrpBatchingCompatible && IsSrpBatchingEnabled) | |
{ | |
yield return context.CreateIssue(IssueCategory.AssetIssue, k_SrpBatcherDescriptor.Id, context.Shader.name) | |
.WithLocation(context.AssetPath); | |
} | |
} | |
internal static bool IsSrpBatchingEnabled => GraphicsSettings.defaultRenderPipeline != null && | |
GraphicsSettings.useScriptableRenderPipelineBatching; | |
} | |
} |
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