9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
1132 lines
52 KiB
C#
1132 lines
52 KiB
C#
using System;
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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.Build.Reporting;
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using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Rendering;
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using System.Runtime.CompilerServices;
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#if XR_MANAGEMENT_4_0_1_OR_NEWER
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using UnityEditor.XR.Management;
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#endif
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namespace UnityEditor.Rendering.Universal
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{
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[Flags]
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enum ShaderFeatures
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{
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None = 0,
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MainLight = (1 << 0),
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MainLightShadows = (1 << 1),
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AdditionalLights = (1 << 2),
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AdditionalLightShadows = (1 << 3),
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VertexLighting = (1 << 4),
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SoftShadows = (1 << 5),
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MixedLighting = (1 << 6),
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TerrainHoles = (1 << 7),
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DeferredShading = (1 << 8), // DeferredRenderer is in the list of renderer
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AccurateGbufferNormals = (1 << 9),
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ScreenSpaceOcclusion = (1 << 10),
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ScreenSpaceShadows = (1 << 11),
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UseFastSRGBLinearConversion = (1 << 12),
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LightLayers = (1 << 13),
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ReflectionProbeBlending = (1 << 14),
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ReflectionProbeBoxProjection = (1 << 15),
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DBufferMRT1 = (1 << 16),
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DBufferMRT2 = (1 << 17),
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DBufferMRT3 = (1 << 18),
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DecalScreenSpace = (1 << 19),
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DecalGBuffer = (1 << 20),
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DecalNormalBlendLow = (1 << 21),
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DecalNormalBlendMedium = (1 << 22),
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DecalNormalBlendHigh = (1 << 23),
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ClusteredRendering = (1 << 24),
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RenderPassEnabled = (1 << 25),
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MainLightShadowsCascade = (1 << 26),
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DrawProcedural = (1 << 27),
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ScreenSpaceOcclusionAfterOpaque = (1 << 28),
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AdditionalLightsKeepOffVariants = (1 << 29),
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ShadowsKeepOffVariants = (1 << 30),
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}
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[Flags]
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enum VolumeFeatures
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{
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None = 0,
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Calculated = (1 << 0),
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LensDistortion = (1 << 1),
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Bloom = (1 << 2),
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ChromaticAberration = (1 << 3),
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ToneMaping = (1 << 4),
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FilmGrain = (1 << 5),
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DepthOfField = (1 << 6),
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CameraMotionBlur = (1 << 7),
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PaniniProjection = (1 << 8),
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}
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internal class ShaderPreprocessor : IPreprocessShaders
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{
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public static readonly string kPassNameGBuffer = "GBuffer";
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public static readonly string kTerrainShaderName = "Universal Render Pipeline/Terrain/Lit";
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#if PROFILE_BUILD
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private const string k_ProcessShaderTag = "OnProcessShader";
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#endif
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// Event callback to report shader stripping info. Form:
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// ReportShaderStrippingData(Shader shader, ShaderSnippetData data, int currentVariantCount, double strippingTime)
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internal static event Action<Shader, ShaderSnippetData, int, double> shaderPreprocessed;
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private static readonly System.Diagnostics.Stopwatch m_stripTimer = new System.Diagnostics.Stopwatch();
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LocalKeyword m_MainLightShadows;
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LocalKeyword m_MainLightShadowsCascades;
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LocalKeyword m_MainLightShadowsScreen;
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LocalKeyword m_AdditionalLightsVertex;
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LocalKeyword m_AdditionalLightsPixel;
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LocalKeyword m_AdditionalLightShadows;
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LocalKeyword m_ReflectionProbeBlending;
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LocalKeyword m_ReflectionProbeBoxProjection;
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LocalKeyword m_CastingPunctualLightShadow;
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LocalKeyword m_SoftShadows;
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LocalKeyword m_MixedLightingSubtractive;
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LocalKeyword m_LightmapShadowMixing;
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LocalKeyword m_ShadowsShadowMask;
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LocalKeyword m_Lightmap;
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LocalKeyword m_DynamicLightmap;
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LocalKeyword m_DirectionalLightmap;
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LocalKeyword m_AlphaTestOn;
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LocalKeyword m_DeferredStencil;
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LocalKeyword m_GbufferNormalsOct;
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LocalKeyword m_UseDrawProcedural;
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LocalKeyword m_ScreenSpaceOcclusion;
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LocalKeyword m_UseFastSRGBLinearConversion;
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LocalKeyword m_LightLayers;
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LocalKeyword m_RenderPassEnabled;
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LocalKeyword m_DebugDisplay;
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LocalKeyword m_DBufferMRT1;
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LocalKeyword m_DBufferMRT2;
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LocalKeyword m_DBufferMRT3;
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LocalKeyword m_DecalNormalBlendLow;
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LocalKeyword m_DecalNormalBlendMedium;
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LocalKeyword m_DecalNormalBlendHigh;
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LocalKeyword m_ClusteredRendering;
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LocalKeyword m_EditorVisualization;
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LocalKeyword m_LocalDetailMulx2;
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LocalKeyword m_LocalDetailScaled;
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LocalKeyword m_LocalClearCoat;
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LocalKeyword m_LocalClearCoatMap;
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LocalKeyword m_LensDistortion;
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LocalKeyword m_ChromaticAberration;
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LocalKeyword m_BloomLQ;
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LocalKeyword m_BloomHQ;
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LocalKeyword m_BloomLQDirt;
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LocalKeyword m_BloomHQDirt;
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LocalKeyword m_HdrGrading;
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LocalKeyword m_ToneMapACES;
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LocalKeyword m_ToneMapNeutral;
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LocalKeyword m_FilmGrain;
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Shader m_BokehDepthOfField = Shader.Find("Hidden/Universal Render Pipeline/BokehDepthOfField");
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Shader m_GaussianDepthOfField = Shader.Find("Hidden/Universal Render Pipeline/GaussianDepthOfField");
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Shader m_CameraMotionBlur = Shader.Find("Hidden/Universal Render Pipeline/CameraMotionBlur");
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Shader m_PaniniProjection = Shader.Find("Hidden/Universal Render Pipeline/PaniniProjection");
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Shader m_Bloom = Shader.Find("Hidden/Universal Render Pipeline/Bloom");
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Shader StencilDeferred = Shader.Find("Hidden/Universal Render Pipeline/StencilDeferred");
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int m_TotalVariantsInputCount;
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int m_TotalVariantsOutputCount;
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// Multiple callback may be implemented.
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// The first one executed is the one where callbackOrder is returning the smallest number.
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public int callbackOrder { get { return 0; } }
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LocalKeyword TryGetLocalKeyword(Shader shader, string name)
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{
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return shader.keywordSpace.FindKeyword(name);
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}
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void InitializeLocalShaderKeywords(Shader shader)
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{
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m_MainLightShadows = TryGetLocalKeyword(shader, ShaderKeywordStrings.MainLightShadows);
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m_MainLightShadowsCascades = TryGetLocalKeyword(shader, ShaderKeywordStrings.MainLightShadowCascades);
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m_MainLightShadowsScreen = TryGetLocalKeyword(shader, ShaderKeywordStrings.MainLightShadowScreen);
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m_AdditionalLightsVertex = TryGetLocalKeyword(shader, ShaderKeywordStrings.AdditionalLightsVertex);
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m_AdditionalLightsPixel = TryGetLocalKeyword(shader, ShaderKeywordStrings.AdditionalLightsPixel);
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m_AdditionalLightShadows = TryGetLocalKeyword(shader, ShaderKeywordStrings.AdditionalLightShadows);
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m_ReflectionProbeBlending = TryGetLocalKeyword(shader, ShaderKeywordStrings.ReflectionProbeBlending);
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m_ReflectionProbeBoxProjection = TryGetLocalKeyword(shader, ShaderKeywordStrings.ReflectionProbeBoxProjection);
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m_CastingPunctualLightShadow = TryGetLocalKeyword(shader, ShaderKeywordStrings.CastingPunctualLightShadow);
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m_SoftShadows = TryGetLocalKeyword(shader, ShaderKeywordStrings.SoftShadows);
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m_MixedLightingSubtractive = TryGetLocalKeyword(shader, ShaderKeywordStrings.MixedLightingSubtractive);
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m_LightmapShadowMixing = TryGetLocalKeyword(shader, ShaderKeywordStrings.LightmapShadowMixing);
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m_ShadowsShadowMask = TryGetLocalKeyword(shader, ShaderKeywordStrings.ShadowsShadowMask);
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m_Lightmap = TryGetLocalKeyword(shader, ShaderKeywordStrings.LIGHTMAP_ON);
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m_DynamicLightmap = TryGetLocalKeyword(shader, ShaderKeywordStrings.DYNAMICLIGHTMAP_ON);
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m_DirectionalLightmap = TryGetLocalKeyword(shader, ShaderKeywordStrings.DIRLIGHTMAP_COMBINED);
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m_AlphaTestOn = TryGetLocalKeyword(shader, ShaderKeywordStrings._ALPHATEST_ON);
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m_DeferredStencil = TryGetLocalKeyword(shader, ShaderKeywordStrings._DEFERRED_STENCIL);
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m_GbufferNormalsOct = TryGetLocalKeyword(shader, ShaderKeywordStrings._GBUFFER_NORMALS_OCT);
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m_UseDrawProcedural = TryGetLocalKeyword(shader, ShaderKeywordStrings.UseDrawProcedural);
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m_ScreenSpaceOcclusion = TryGetLocalKeyword(shader, ShaderKeywordStrings.ScreenSpaceOcclusion);
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m_UseFastSRGBLinearConversion = TryGetLocalKeyword(shader, ShaderKeywordStrings.UseFastSRGBLinearConversion);
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m_LightLayers = TryGetLocalKeyword(shader, ShaderKeywordStrings.LightLayers);
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m_RenderPassEnabled = TryGetLocalKeyword(shader, ShaderKeywordStrings.RenderPassEnabled);
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m_DebugDisplay = TryGetLocalKeyword(shader, ShaderKeywordStrings.DEBUG_DISPLAY);
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m_DBufferMRT1 = TryGetLocalKeyword(shader, ShaderKeywordStrings.DBufferMRT1);
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m_DBufferMRT2 = TryGetLocalKeyword(shader, ShaderKeywordStrings.DBufferMRT2);
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m_DBufferMRT3 = TryGetLocalKeyword(shader, ShaderKeywordStrings.DBufferMRT3);
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m_DecalNormalBlendLow = TryGetLocalKeyword(shader, ShaderKeywordStrings.DecalNormalBlendLow);
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m_DecalNormalBlendMedium = TryGetLocalKeyword(shader, ShaderKeywordStrings.DecalNormalBlendMedium);
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m_DecalNormalBlendHigh = TryGetLocalKeyword(shader, ShaderKeywordStrings.DecalNormalBlendHigh);
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m_ClusteredRendering = TryGetLocalKeyword(shader, ShaderKeywordStrings.ClusteredRendering);
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m_EditorVisualization = TryGetLocalKeyword(shader, ShaderKeywordStrings.EDITOR_VISUALIZATION);
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m_LocalDetailMulx2 = TryGetLocalKeyword(shader, ShaderKeywordStrings._DETAIL_MULX2);
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m_LocalDetailScaled = TryGetLocalKeyword(shader, ShaderKeywordStrings._DETAIL_SCALED);
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m_LocalClearCoat = TryGetLocalKeyword(shader, ShaderKeywordStrings._CLEARCOAT);
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m_LocalClearCoatMap = TryGetLocalKeyword(shader, ShaderKeywordStrings._CLEARCOATMAP);
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// Post processing
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m_LensDistortion = TryGetLocalKeyword(shader, ShaderKeywordStrings.Distortion);
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m_ChromaticAberration = TryGetLocalKeyword(shader, ShaderKeywordStrings.ChromaticAberration);
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m_BloomLQ = TryGetLocalKeyword(shader, ShaderKeywordStrings.BloomLQ);
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m_BloomHQ = TryGetLocalKeyword(shader, ShaderKeywordStrings.BloomHQ);
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m_BloomLQDirt = TryGetLocalKeyword(shader, ShaderKeywordStrings.BloomLQDirt);
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m_BloomHQDirt = TryGetLocalKeyword(shader, ShaderKeywordStrings.BloomHQDirt);
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m_HdrGrading = TryGetLocalKeyword(shader, ShaderKeywordStrings.HDRGrading);
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m_ToneMapACES = TryGetLocalKeyword(shader, ShaderKeywordStrings.TonemapACES);
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m_ToneMapNeutral = TryGetLocalKeyword(shader, ShaderKeywordStrings.TonemapNeutral);
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m_FilmGrain = TryGetLocalKeyword(shader, ShaderKeywordStrings.FilmGrain);
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}
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bool IsFeatureEnabled(ShaderFeatures featureMask, ShaderFeatures feature)
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{
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return (featureMask & feature) != 0;
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}
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bool IsFeatureEnabled(VolumeFeatures featureMask, VolumeFeatures feature)
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{
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return (featureMask & feature) != 0;
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}
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bool StripUnusedPass(ShaderFeatures features, ShaderSnippetData snippetData)
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{
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// Meta pass is needed in the player for Enlighten Precomputed Realtime GI albedo and emission.
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if (snippetData.passType == PassType.Meta)
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{
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if (SupportedRenderingFeatures.active.enlighten == false ||
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((int)SupportedRenderingFeatures.active.lightmapBakeTypes | (int)LightmapBakeType.Realtime) == 0)
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return true;
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}
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if (snippetData.passType == PassType.ShadowCaster)
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if (!IsFeatureEnabled(features, ShaderFeatures.MainLightShadows) && !IsFeatureEnabled(features, ShaderFeatures.AdditionalLightShadows))
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return true;
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// DBuffer
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if (snippetData.passName == DecalShaderPassNames.DBufferMesh || snippetData.passName == DecalShaderPassNames.DBufferProjector ||
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snippetData.passName == DecalShaderPassNames.DecalMeshForwardEmissive || snippetData.passName == DecalShaderPassNames.DecalProjectorForwardEmissive)
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if (!IsFeatureEnabled(features, ShaderFeatures.DBufferMRT1) && !IsFeatureEnabled(features, ShaderFeatures.DBufferMRT2) && !IsFeatureEnabled(features, ShaderFeatures.DBufferMRT3))
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return true;
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// Decal Screen Space
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if (snippetData.passName == DecalShaderPassNames.DecalScreenSpaceMesh || snippetData.passName == DecalShaderPassNames.DecalScreenSpaceProjector)
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if (!IsFeatureEnabled(features, ShaderFeatures.DecalScreenSpace))
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return true;
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// Decal GBuffer
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if (snippetData.passName == DecalShaderPassNames.DecalGBufferMesh || snippetData.passName == DecalShaderPassNames.DecalGBufferProjector)
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if (!IsFeatureEnabled(features, ShaderFeatures.DecalGBuffer))
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return true;
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return false;
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}
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struct StripTool<T> where T : System.Enum
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{
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T m_Features;
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Shader m_Shader;
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ShaderKeywordSet m_KeywordSet;
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ShaderSnippetData m_SnippetData;
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ShaderCompilerPlatform m_ShaderCompilerPlatform;
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bool m_stripUnusedVariants;
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public StripTool(T features, Shader shader, ShaderSnippetData snippetData, in ShaderKeywordSet keywordSet, bool stripUnusedVariants, ShaderCompilerPlatform shaderCompilerPlatform)
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{
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m_Features = features;
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m_Shader = shader;
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m_SnippetData = snippetData;
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m_KeywordSet = keywordSet;
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m_stripUnusedVariants = stripUnusedVariants;
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m_ShaderCompilerPlatform = shaderCompilerPlatform;
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}
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bool ContainsKeyword(in LocalKeyword kw)
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{
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return ShaderUtil.PassHasKeyword(m_Shader, m_SnippetData.pass, kw, m_SnippetData.shaderType, m_ShaderCompilerPlatform);
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}
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public bool StripMultiCompileKeepOffVariant(in LocalKeyword kw, T feature, in LocalKeyword kw2, T feature2, in LocalKeyword kw3, T feature3)
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{
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if (StripMultiCompileKeepOffVariant(kw, feature))
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return true;
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if (StripMultiCompileKeepOffVariant(kw2, feature2))
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return true;
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if (StripMultiCompileKeepOffVariant(kw3, feature3))
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return true;
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return false;
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}
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public bool StripMultiCompile(in LocalKeyword kw, T feature, in LocalKeyword kw2, T feature2, in LocalKeyword kw3, T feature3)
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{
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if (StripMultiCompileKeepOffVariant(kw, feature, kw2, feature2, kw3, feature3))
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return true;
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bool containsKeywords = ContainsKeyword(kw) && ContainsKeyword(kw2) && ContainsKeyword(kw3);
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bool keywordsDisabled = !m_KeywordSet.IsEnabled(kw) && !m_KeywordSet.IsEnabled(kw2) && !m_KeywordSet.IsEnabled(kw3);
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bool hasAnyFeatureEnabled = m_Features.HasFlag(feature) || m_Features.HasFlag(feature2) || m_Features.HasFlag(feature3);
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if (m_stripUnusedVariants && containsKeywords && keywordsDisabled && hasAnyFeatureEnabled)
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return true;
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return false;
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}
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public bool StripMultiCompileKeepOffVariant(in LocalKeyword kw, T feature, in LocalKeyword kw2, T feature2)
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{
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if (StripMultiCompileKeepOffVariant(kw, feature))
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return true;
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if (StripMultiCompileKeepOffVariant(kw2, feature2))
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return true;
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return false;
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}
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public bool StripMultiCompile(in LocalKeyword kw, T feature, in LocalKeyword kw2, T feature2)
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{
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if (StripMultiCompileKeepOffVariant(kw, feature, kw2, feature2))
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return true;
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bool containsKeywords = ContainsKeyword(kw) && ContainsKeyword(kw2);
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bool keywordsDisabled = !m_KeywordSet.IsEnabled(kw) && !m_KeywordSet.IsEnabled(kw2);
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bool hasAnyFeatureEnabled = m_Features.HasFlag(feature) || m_Features.HasFlag(feature2);
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if (m_stripUnusedVariants && containsKeywords && keywordsDisabled && hasAnyFeatureEnabled)
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return true;
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return false;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool StripMultiCompileKeepOffVariant(in LocalKeyword kw, T feature)
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{
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return !m_Features.HasFlag(feature) && m_KeywordSet.IsEnabled(kw);
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}
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public bool StripMultiCompile(in LocalKeyword kw, T feature)
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{
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if (!m_Features.HasFlag(feature))
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{
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if (m_KeywordSet.IsEnabled(kw))
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return true;
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}
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else if (m_stripUnusedVariants)
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{
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if (!m_KeywordSet.IsEnabled(kw) && ContainsKeyword(kw))
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return true;
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}
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return false;
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}
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}
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bool StripUnusedFeatures(ShaderFeatures features, Shader shader, ShaderSnippetData snippetData, ShaderCompilerData compilerData)
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{
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var globalSettings = UniversalRenderPipelineGlobalSettings.instance;
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bool stripDebugDisplayShaders = !Debug.isDebugBuild || (globalSettings == null || globalSettings.stripDebugVariants);
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#if XR_MANAGEMENT_4_0_1_OR_NEWER
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var buildTargetSettings = XRGeneralSettingsPerBuildTarget.XRGeneralSettingsForBuildTarget(BuildTargetGroup.Standalone);
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if (buildTargetSettings != null && buildTargetSettings.AssignedSettings != null && buildTargetSettings.AssignedSettings.activeLoaders.Count > 0)
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{
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stripDebugDisplayShaders = true;
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}
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// XRTODO: We need to figure out what's the proper way to detect HL target platform when building. For now, HL is the only XR platform available on WSA so we assume this case targets HL platform.
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var wsaTargetSettings = XRGeneralSettingsPerBuildTarget.XRGeneralSettingsForBuildTarget(BuildTargetGroup.WSA);
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if (wsaTargetSettings != null && wsaTargetSettings.AssignedSettings != null && wsaTargetSettings.AssignedSettings.activeLoaders.Count > 0)
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{
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// Due to the performance consideration, keep addtional light off variant to avoid extra ALU cost related to dummy additional light handling.
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features |= ShaderFeatures.AdditionalLightsKeepOffVariants;
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}
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var questTargetSettings = XRGeneralSettingsPerBuildTarget.XRGeneralSettingsForBuildTarget(BuildTargetGroup.Android);
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if (questTargetSettings != null && questTargetSettings.AssignedSettings != null && questTargetSettings.AssignedSettings.activeLoaders.Count > 0)
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{
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// Due to the performance consideration, keep addtional light off variant to avoid extra ALU cost related to dummy additional light handling.
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features |= ShaderFeatures.AdditionalLightsKeepOffVariants;
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}
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#endif
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if (stripDebugDisplayShaders && compilerData.shaderKeywordSet.IsEnabled(m_DebugDisplay))
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{
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return true;
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}
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var stripUnusedVariants = UniversalRenderPipelineGlobalSettings.instance?.stripUnusedVariants == true;
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var stripTool = new StripTool<ShaderFeatures>(features, shader, snippetData, compilerData.shaderKeywordSet, stripUnusedVariants, compilerData.shaderCompilerPlatform);
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// strip main light shadows, cascade and screen variants
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if (IsFeatureEnabled(ShaderFeatures.ShadowsKeepOffVariants, features))
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{
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if (stripTool.StripMultiCompileKeepOffVariant(
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m_MainLightShadows, ShaderFeatures.MainLightShadows,
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m_MainLightShadowsCascades, ShaderFeatures.MainLightShadowsCascade,
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m_MainLightShadowsScreen, ShaderFeatures.ScreenSpaceShadows))
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return true;
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}
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else
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{
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if (stripTool.StripMultiCompile(
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m_MainLightShadows, ShaderFeatures.MainLightShadows,
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m_MainLightShadowsCascades, ShaderFeatures.MainLightShadowsCascade,
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m_MainLightShadowsScreen, ShaderFeatures.ScreenSpaceShadows))
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return true;
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}
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// TODO: Strip off variants once we have global soft shadows option for forcing instead as support
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if (stripTool.StripMultiCompileKeepOffVariant(m_SoftShadows, ShaderFeatures.SoftShadows))
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return true;
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// Left for backward compatibility
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if (compilerData.shaderKeywordSet.IsEnabled(m_MixedLightingSubtractive) &&
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!IsFeatureEnabled(features, ShaderFeatures.MixedLighting))
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return true;
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|
|
if (stripTool.StripMultiCompile(m_UseFastSRGBLinearConversion, ShaderFeatures.UseFastSRGBLinearConversion))
|
|
return true;
|
|
|
|
// Strip here only if mixed lighting is disabled
|
|
// No need to check here if actually used by scenes as this taken care by builtin stripper
|
|
if ((compilerData.shaderKeywordSet.IsEnabled(m_LightmapShadowMixing) ||
|
|
compilerData.shaderKeywordSet.IsEnabled(m_ShadowsShadowMask)) &&
|
|
!IsFeatureEnabled(features, ShaderFeatures.MixedLighting))
|
|
return true;
|
|
|
|
if (compilerData.shaderCompilerPlatform == ShaderCompilerPlatform.GLES20)
|
|
{
|
|
// GLES2 does not support bitwise operations.
|
|
if (compilerData.shaderKeywordSet.IsEnabled(m_LightLayers))
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (stripTool.StripMultiCompile(m_LightLayers, ShaderFeatures.LightLayers))
|
|
return true;
|
|
}
|
|
|
|
if (stripTool.StripMultiCompile(m_RenderPassEnabled, ShaderFeatures.RenderPassEnabled))
|
|
return true;
|
|
|
|
// No additional light shadows
|
|
if (IsFeatureEnabled(ShaderFeatures.ShadowsKeepOffVariants, features))
|
|
{
|
|
if (stripTool.StripMultiCompileKeepOffVariant(m_AdditionalLightShadows, ShaderFeatures.AdditionalLightShadows))
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (stripTool.StripMultiCompile(m_AdditionalLightShadows, ShaderFeatures.AdditionalLightShadows))
|
|
return true;
|
|
}
|
|
|
|
if (stripTool.StripMultiCompile(m_ReflectionProbeBlending, ShaderFeatures.ReflectionProbeBlending))
|
|
return true;
|
|
|
|
if (stripTool.StripMultiCompile(m_ReflectionProbeBoxProjection, ShaderFeatures.ReflectionProbeBoxProjection))
|
|
return true;
|
|
|
|
// Shadow caster punctual light strip
|
|
if (snippetData.passType == PassType.ShadowCaster && ShaderUtil.PassHasKeyword(shader, snippetData.pass, m_CastingPunctualLightShadow, snippetData.shaderType, compilerData.shaderCompilerPlatform))
|
|
{
|
|
if (!IsFeatureEnabled(features, ShaderFeatures.AdditionalLightShadows) && compilerData.shaderKeywordSet.IsEnabled(m_CastingPunctualLightShadow))
|
|
return true;
|
|
|
|
bool mainLightShadows =
|
|
!IsFeatureEnabled(features, ShaderFeatures.MainLightShadows) &&
|
|
!IsFeatureEnabled(features, ShaderFeatures.MainLightShadowsCascade) &&
|
|
!IsFeatureEnabled(features, ShaderFeatures.ScreenSpaceShadows);
|
|
if (mainLightShadows && !compilerData.shaderKeywordSet.IsEnabled(m_CastingPunctualLightShadow))
|
|
return true;
|
|
}
|
|
|
|
// Additional light are shaded per-vertex or per-pixel.
|
|
if (IsFeatureEnabled(ShaderFeatures.AdditionalLightsKeepOffVariants, features))
|
|
{
|
|
if (stripTool.StripMultiCompileKeepOffVariant(m_AdditionalLightsVertex, ShaderFeatures.VertexLighting,
|
|
m_AdditionalLightsPixel, ShaderFeatures.AdditionalLights))
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (stripTool.StripMultiCompile(m_AdditionalLightsVertex, ShaderFeatures.VertexLighting,
|
|
m_AdditionalLightsPixel, ShaderFeatures.AdditionalLights))
|
|
return true;
|
|
}
|
|
|
|
if (stripTool.StripMultiCompile(m_ClusteredRendering, ShaderFeatures.ClusteredRendering))
|
|
return true;
|
|
|
|
// Screen Space Occlusion
|
|
if (IsFeatureEnabled(features, ShaderFeatures.ScreenSpaceOcclusionAfterOpaque))
|
|
{
|
|
// SSAO after opaque setting requires off variants
|
|
if (stripTool.StripMultiCompileKeepOffVariant(m_ScreenSpaceOcclusion, ShaderFeatures.ScreenSpaceOcclusion))
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (stripTool.StripMultiCompile(m_ScreenSpaceOcclusion, ShaderFeatures.ScreenSpaceOcclusion))
|
|
return true;
|
|
}
|
|
|
|
// Decal DBuffer
|
|
if (stripTool.StripMultiCompile(
|
|
m_DBufferMRT1, ShaderFeatures.DBufferMRT1,
|
|
m_DBufferMRT2, ShaderFeatures.DBufferMRT2,
|
|
m_DBufferMRT3, ShaderFeatures.DBufferMRT3))
|
|
return true;
|
|
|
|
// TODO: Test against lightMode tag instead.
|
|
if (snippetData.passName == kPassNameGBuffer)
|
|
{
|
|
if (!IsFeatureEnabled(features, ShaderFeatures.DeferredShading))
|
|
return true;
|
|
}
|
|
|
|
// Do not strip accurateGbufferNormals on Mobile Vulkan as some GPUs do not support R8G8B8A8_SNorm, which then force us to use accurateGbufferNormals
|
|
if (compilerData.shaderCompilerPlatform != ShaderCompilerPlatform.Vulkan &&
|
|
stripTool.StripMultiCompile(m_GbufferNormalsOct, ShaderFeatures.AccurateGbufferNormals))
|
|
return true;
|
|
|
|
if (compilerData.shaderKeywordSet.IsEnabled(m_UseDrawProcedural) &&
|
|
!IsFeatureEnabled(features, ShaderFeatures.DrawProcedural))
|
|
return true;
|
|
|
|
// Decal Normal Blend
|
|
if (stripTool.StripMultiCompile(
|
|
m_DecalNormalBlendLow, ShaderFeatures.DecalNormalBlendLow,
|
|
m_DecalNormalBlendMedium, ShaderFeatures.DecalNormalBlendMedium,
|
|
m_DecalNormalBlendHigh, ShaderFeatures.DecalNormalBlendHigh))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool StripVolumeFeatures(VolumeFeatures features, Shader shader, ShaderSnippetData snippetData, ShaderCompilerData compilerData)
|
|
{
|
|
var stripUnusedVariants = UniversalRenderPipelineGlobalSettings.instance?.stripUnusedVariants == true;
|
|
var stripTool = new StripTool<VolumeFeatures>(features, shader, snippetData, compilerData.shaderKeywordSet, stripUnusedVariants, compilerData.shaderCompilerPlatform);
|
|
|
|
if (stripTool.StripMultiCompileKeepOffVariant(m_LensDistortion, VolumeFeatures.LensDistortion))
|
|
return true;
|
|
|
|
if (stripTool.StripMultiCompileKeepOffVariant(m_ChromaticAberration, VolumeFeatures.ChromaticAberration))
|
|
return true;
|
|
|
|
if (stripTool.StripMultiCompileKeepOffVariant(m_BloomLQ, VolumeFeatures.Bloom))
|
|
return true;
|
|
if (stripTool.StripMultiCompileKeepOffVariant(m_BloomHQ, VolumeFeatures.Bloom))
|
|
return true;
|
|
if (stripTool.StripMultiCompileKeepOffVariant(m_BloomLQDirt, VolumeFeatures.Bloom))
|
|
return true;
|
|
if (stripTool.StripMultiCompileKeepOffVariant(m_BloomHQDirt, VolumeFeatures.Bloom))
|
|
return true;
|
|
|
|
if (stripTool.StripMultiCompileKeepOffVariant(m_HdrGrading, VolumeFeatures.ToneMaping))
|
|
return true;
|
|
if (stripTool.StripMultiCompileKeepOffVariant(m_ToneMapACES, VolumeFeatures.ToneMaping))
|
|
return true;
|
|
if (stripTool.StripMultiCompileKeepOffVariant(m_ToneMapNeutral, VolumeFeatures.ToneMaping))
|
|
return true;
|
|
if (stripTool.StripMultiCompileKeepOffVariant(m_FilmGrain, VolumeFeatures.FilmGrain))
|
|
return true;
|
|
|
|
// Strip post processing shaders
|
|
if (shader == m_BokehDepthOfField && !IsFeatureEnabled(ShaderBuildPreprocessor.volumeFeatures, VolumeFeatures.DepthOfField))
|
|
return true;
|
|
if (shader == m_GaussianDepthOfField && !IsFeatureEnabled(ShaderBuildPreprocessor.volumeFeatures, VolumeFeatures.DepthOfField))
|
|
return true;
|
|
if (shader == m_CameraMotionBlur && !IsFeatureEnabled(ShaderBuildPreprocessor.volumeFeatures, VolumeFeatures.CameraMotionBlur))
|
|
return true;
|
|
if (shader == m_PaniniProjection && !IsFeatureEnabled(ShaderBuildPreprocessor.volumeFeatures, VolumeFeatures.PaniniProjection))
|
|
return true;
|
|
if (shader == m_Bloom && !IsFeatureEnabled(ShaderBuildPreprocessor.volumeFeatures, VolumeFeatures.Bloom))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool StripUnsupportedVariants(ShaderCompilerData compilerData)
|
|
{
|
|
// We can strip variants that have directional lightmap enabled but not static nor dynamic lightmap.
|
|
if (compilerData.shaderKeywordSet.IsEnabled(m_DirectionalLightmap) &&
|
|
!(compilerData.shaderKeywordSet.IsEnabled(m_Lightmap) ||
|
|
compilerData.shaderKeywordSet.IsEnabled(m_DynamicLightmap)))
|
|
return true;
|
|
|
|
// As GLES2 has low amount of registers, we strip:
|
|
if (compilerData.shaderCompilerPlatform == ShaderCompilerPlatform.GLES20)
|
|
{
|
|
// VertexID - as GLES2 does not support VertexID that is required for full screen draw procedural pass;
|
|
if (compilerData.shaderKeywordSet.IsEnabled(m_UseDrawProcedural))
|
|
return true;
|
|
|
|
// Cascade shadows
|
|
if (compilerData.shaderKeywordSet.IsEnabled(m_MainLightShadowsCascades))
|
|
return true;
|
|
|
|
// Screen space shadows
|
|
if (compilerData.shaderKeywordSet.IsEnabled(m_MainLightShadowsScreen))
|
|
return true;
|
|
|
|
// Detail
|
|
if (compilerData.shaderKeywordSet.IsEnabled(m_LocalDetailMulx2) || compilerData.shaderKeywordSet.IsEnabled(m_LocalDetailScaled))
|
|
return true;
|
|
|
|
// Clear Coat
|
|
if (compilerData.shaderKeywordSet.IsEnabled(m_LocalClearCoat) || compilerData.shaderKeywordSet.IsEnabled(m_LocalClearCoatMap))
|
|
return true;
|
|
}
|
|
|
|
// Editor visualization is only used in scene view debug modes.
|
|
if (compilerData.shaderKeywordSet.IsEnabled(m_EditorVisualization))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool StripInvalidVariants(ShaderCompilerData compilerData)
|
|
{
|
|
bool isMainShadowNoCascades = compilerData.shaderKeywordSet.IsEnabled(m_MainLightShadows);
|
|
bool isMainShadowCascades = compilerData.shaderKeywordSet.IsEnabled(m_MainLightShadowsCascades);
|
|
bool isMainShadowScreen = compilerData.shaderKeywordSet.IsEnabled(m_MainLightShadowsScreen);
|
|
bool isMainShadow = isMainShadowNoCascades || isMainShadowCascades || isMainShadowScreen;
|
|
|
|
bool isAdditionalShadow = compilerData.shaderKeywordSet.IsEnabled(m_AdditionalLightShadows);
|
|
if (isAdditionalShadow && !(compilerData.shaderKeywordSet.IsEnabled(m_AdditionalLightsPixel) || compilerData.shaderKeywordSet.IsEnabled(m_ClusteredRendering) || compilerData.shaderKeywordSet.IsEnabled(m_DeferredStencil)))
|
|
return true;
|
|
|
|
bool isShadowVariant = isMainShadow || isAdditionalShadow;
|
|
if (!isShadowVariant && compilerData.shaderKeywordSet.IsEnabled(m_SoftShadows))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool StripUnusedShaders(ShaderFeatures features, Shader shader)
|
|
{
|
|
if (!IsFeatureEnabled(features, ShaderFeatures.DeferredShading))
|
|
{
|
|
if (shader == StencilDeferred)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool StripUnused(ShaderFeatures features, Shader shader, ShaderSnippetData snippetData, ShaderCompilerData compilerData)
|
|
{
|
|
if (StripUnusedFeatures(features, shader, snippetData, compilerData))
|
|
return true;
|
|
|
|
if (StripInvalidVariants(compilerData))
|
|
return true;
|
|
|
|
if (StripUnsupportedVariants(compilerData))
|
|
return true;
|
|
|
|
if (StripUnusedPass(features, snippetData))
|
|
return true;
|
|
|
|
if (UniversalRenderPipelineGlobalSettings.instance?.stripUnusedVariants == true)
|
|
{
|
|
if (StripUnusedShaders(features, shader))
|
|
return true;
|
|
}
|
|
|
|
// Strip terrain holes
|
|
// TODO: checking for the string name here is expensive
|
|
// maybe we can rename alpha clip keyword name to be specific to terrain?
|
|
if (compilerData.shaderKeywordSet.IsEnabled(m_AlphaTestOn) &&
|
|
!IsFeatureEnabled(features, ShaderFeatures.TerrainHoles) &&
|
|
shader.name.Contains(kTerrainShaderName))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void LogShaderVariants(Shader shader, ShaderSnippetData snippetData, ShaderVariantLogLevel logLevel, int prevVariantsCount, int currVariantsCount, double stripTimeMs)
|
|
{
|
|
if (logLevel == ShaderVariantLogLevel.AllShaders || shader.name.Contains("Universal Render Pipeline"))
|
|
{
|
|
float percentageCurrent = (float)currVariantsCount / (float)prevVariantsCount * 100f;
|
|
float percentageTotal = (float)m_TotalVariantsOutputCount / (float)m_TotalVariantsInputCount * 100f;
|
|
|
|
string result = string.Format("STRIPPING: {0} ({1} pass) ({2}) -" +
|
|
" Remaining shader variants = {3}/{4} = {5}% - Total = {6}/{7} = {8}% TimeMs={9}",
|
|
shader.name, snippetData.passName, snippetData.shaderType.ToString(), currVariantsCount,
|
|
prevVariantsCount, percentageCurrent, m_TotalVariantsOutputCount, m_TotalVariantsInputCount,
|
|
percentageTotal, stripTimeMs);
|
|
Debug.Log(result);
|
|
}
|
|
}
|
|
|
|
public void OnProcessShader(Shader shader, ShaderSnippetData snippetData, IList<ShaderCompilerData> compilerDataList)
|
|
{
|
|
#if PROFILE_BUILD
|
|
Profiler.BeginSample(k_ProcessShaderTag);
|
|
#endif
|
|
|
|
UniversalRenderPipelineAsset urpAsset = UniversalRenderPipeline.asset;
|
|
if (urpAsset == null || compilerDataList == null || compilerDataList.Count == 0)
|
|
return;
|
|
|
|
m_stripTimer.Start();
|
|
|
|
InitializeLocalShaderKeywords(shader);
|
|
|
|
int prevVariantCount = compilerDataList.Count;
|
|
var inputShaderVariantCount = compilerDataList.Count;
|
|
for (int i = 0; i < inputShaderVariantCount;)
|
|
{
|
|
bool removeInput = true;
|
|
|
|
foreach (var supportedFeatures in ShaderBuildPreprocessor.supportedFeaturesList)
|
|
{
|
|
if (!StripUnused(supportedFeatures, shader, snippetData, compilerDataList[i]))
|
|
{
|
|
removeInput = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (UniversalRenderPipelineGlobalSettings.instance?.stripUnusedPostProcessingVariants == true)
|
|
{
|
|
if (!removeInput && StripVolumeFeatures(ShaderBuildPreprocessor.volumeFeatures, shader, snippetData, compilerDataList[i]))
|
|
{
|
|
removeInput = true;
|
|
}
|
|
}
|
|
|
|
// Remove at swap back
|
|
if (removeInput)
|
|
compilerDataList[i] = compilerDataList[--inputShaderVariantCount];
|
|
else
|
|
++i;
|
|
}
|
|
|
|
if (compilerDataList is List<ShaderCompilerData> inputDataList)
|
|
inputDataList.RemoveRange(inputShaderVariantCount, inputDataList.Count - inputShaderVariantCount);
|
|
else
|
|
{
|
|
for (int i = compilerDataList.Count - 1; i >= inputShaderVariantCount; --i)
|
|
compilerDataList.RemoveAt(i);
|
|
}
|
|
|
|
m_stripTimer.Stop();
|
|
double stripTimeMs = m_stripTimer.Elapsed.TotalMilliseconds;
|
|
m_stripTimer.Reset();
|
|
|
|
if (urpAsset.shaderVariantLogLevel != ShaderVariantLogLevel.Disabled)
|
|
{
|
|
m_TotalVariantsInputCount += prevVariantCount;
|
|
m_TotalVariantsOutputCount += compilerDataList.Count;
|
|
LogShaderVariants(shader, snippetData, urpAsset.shaderVariantLogLevel, prevVariantCount, compilerDataList.Count, stripTimeMs);
|
|
}
|
|
|
|
#if PROFILE_BUILD
|
|
Profiler.EndSample();
|
|
#endif
|
|
shaderPreprocessed?.Invoke(shader, snippetData, prevVariantCount, stripTimeMs);
|
|
}
|
|
}
|
|
class ShaderBuildPreprocessor : IPreprocessBuildWithReport
|
|
#if PROFILE_BUILD
|
|
, IPostprocessBuildWithReport
|
|
#endif
|
|
{
|
|
public static List<ShaderFeatures> supportedFeaturesList
|
|
{
|
|
get
|
|
{
|
|
if (s_SupportedFeaturesList.Count == 0)
|
|
FetchAllSupportedFeatures();
|
|
return s_SupportedFeaturesList;
|
|
}
|
|
}
|
|
|
|
private static List<ShaderFeatures> s_SupportedFeaturesList = new List<ShaderFeatures>();
|
|
|
|
public static VolumeFeatures volumeFeatures
|
|
{
|
|
get
|
|
{
|
|
if (s_VolumeFeatures == VolumeFeatures.None)
|
|
FetchAllSupportedFeaturesFromVolumes();
|
|
return s_VolumeFeatures;
|
|
}
|
|
}
|
|
private static VolumeFeatures s_VolumeFeatures;
|
|
|
|
public int callbackOrder { get { return 0; } }
|
|
#if PROFILE_BUILD
|
|
public void OnPostprocessBuild(BuildReport report)
|
|
{
|
|
Profiler.enabled = false;
|
|
}
|
|
|
|
#endif
|
|
|
|
public void OnPreprocessBuild(BuildReport report)
|
|
{
|
|
FetchAllSupportedFeatures();
|
|
FetchAllSupportedFeaturesFromVolumes();
|
|
#if PROFILE_BUILD
|
|
Profiler.enableBinaryLog = true;
|
|
Profiler.logFile = "profilerlog.raw";
|
|
Profiler.enabled = true;
|
|
#endif
|
|
}
|
|
|
|
static bool TryGetRenderPipelineAssetsForBuildTarget(BuildTarget buildTarget, List<UniversalRenderPipelineAsset> urps)
|
|
{
|
|
var qualitySettings = new SerializedObject(QualitySettings.GetQualitySettings());
|
|
if (qualitySettings == null)
|
|
return false;
|
|
|
|
var property = qualitySettings.FindProperty("m_QualitySettings");
|
|
if (property == null)
|
|
return false;
|
|
|
|
var activeBuildTargetGroup = BuildPipeline.GetBuildTargetGroup(buildTarget);
|
|
var activeBuildTargetGroupName = activeBuildTargetGroup.ToString();
|
|
|
|
bool allQualityLevelsAreOverridden = true;
|
|
for (int i = 0; i < property.arraySize; i++)
|
|
{
|
|
bool isExcluded = false;
|
|
|
|
var excludedTargetPlatforms = property.GetArrayElementAtIndex(i).FindPropertyRelative("excludedTargetPlatforms");
|
|
if (excludedTargetPlatforms == null)
|
|
return false;
|
|
|
|
foreach (SerializedProperty excludedTargetPlatform in excludedTargetPlatforms)
|
|
{
|
|
var excludedBuildTargetGroupName = excludedTargetPlatform.stringValue;
|
|
if (activeBuildTargetGroupName == excludedBuildTargetGroupName)
|
|
{
|
|
Debug.Log($"Excluding quality level {QualitySettings.names[i]} from stripping."); // TODO: remove after QA
|
|
isExcluded = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!isExcluded)
|
|
{
|
|
if(QualitySettings.GetRenderPipelineAssetAt(i) is UniversalRenderPipelineAsset urpAsset)
|
|
urps.Add(urpAsset);
|
|
else
|
|
allQualityLevelsAreOverridden = false;
|
|
}
|
|
}
|
|
|
|
if (!allQualityLevelsAreOverridden || urps.Count == 0)
|
|
{
|
|
if (GraphicsSettings.defaultRenderPipeline is UniversalRenderPipelineAsset urpAsset)
|
|
urps.Add(urpAsset);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private static void FetchAllSupportedFeatures()
|
|
{
|
|
List<UniversalRenderPipelineAsset> urps = new List<UniversalRenderPipelineAsset>();
|
|
|
|
// TODO: Replace once we have official API for filtering urps per build target
|
|
if (!TryGetRenderPipelineAssetsForBuildTarget(EditorUserBuildSettings.activeBuildTarget, urps))
|
|
{
|
|
// Fallback
|
|
Debug.LogWarning("Shader stripping per enabled quality levels failed! Stripping will use all quality levels. Please report a bug!");
|
|
|
|
bool allQualityLevelsAreOverridden = true;
|
|
for (int i = 0; i < QualitySettings.names.Length; i++)
|
|
{
|
|
if(QualitySettings.GetRenderPipelineAssetAt(i) is UniversalRenderPipelineAsset urpAsset)
|
|
urps.Add(urpAsset);
|
|
else
|
|
allQualityLevelsAreOverridden = false;
|
|
}
|
|
|
|
if (!allQualityLevelsAreOverridden || urps.Count == 0)
|
|
{
|
|
if(GraphicsSettings.defaultRenderPipeline is UniversalRenderPipelineAsset defaultAsset)
|
|
urps.Add(defaultAsset);
|
|
}
|
|
}
|
|
|
|
s_SupportedFeaturesList.Clear();
|
|
|
|
foreach (UniversalRenderPipelineAsset urp in urps)
|
|
{
|
|
if (urp != null)
|
|
{
|
|
int rendererCount = urp.m_RendererDataList.Length;
|
|
|
|
for (int i = 0; i < rendererCount; ++i)
|
|
s_SupportedFeaturesList.Add(GetSupportedShaderFeatures(urp, i));
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void FetchAllSupportedFeaturesFromVolumes()
|
|
{
|
|
if (UniversalRenderPipelineGlobalSettings.instance?.stripUnusedPostProcessingVariants == false)
|
|
return;
|
|
|
|
s_VolumeFeatures = VolumeFeatures.Calculated;
|
|
var guids = AssetDatabase.FindAssets("t:VolumeProfile");
|
|
foreach (var guid in guids)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(guid);
|
|
|
|
// We only care what is in assets folder
|
|
if (!path.StartsWith("Assets"))
|
|
continue;
|
|
|
|
var asset = AssetDatabase.LoadAssetAtPath<VolumeProfile>(path);
|
|
if (asset == null)
|
|
continue;
|
|
|
|
if (asset.Has<LensDistortion>())
|
|
s_VolumeFeatures |= VolumeFeatures.LensDistortion;
|
|
if (asset.Has<Bloom>())
|
|
s_VolumeFeatures |= VolumeFeatures.Bloom;
|
|
if (asset.Has<Tonemapping>())
|
|
s_VolumeFeatures |= VolumeFeatures.ToneMaping;
|
|
if (asset.Has<FilmGrain>())
|
|
s_VolumeFeatures |= VolumeFeatures.FilmGrain;
|
|
if (asset.Has<DepthOfField>())
|
|
s_VolumeFeatures |= VolumeFeatures.DepthOfField;
|
|
if (asset.Has<MotionBlur>())
|
|
s_VolumeFeatures |= VolumeFeatures.CameraMotionBlur;
|
|
if (asset.Has<PaniniProjection>())
|
|
s_VolumeFeatures |= VolumeFeatures.PaniniProjection;
|
|
if (asset.Has<ChromaticAberration>())
|
|
s_VolumeFeatures |= VolumeFeatures.ChromaticAberration;
|
|
}
|
|
}
|
|
|
|
private static ShaderFeatures GetSupportedShaderFeatures(UniversalRenderPipelineAsset pipelineAsset, int rendererIndex)
|
|
{
|
|
ShaderFeatures shaderFeatures;
|
|
shaderFeatures = ShaderFeatures.MainLight;
|
|
|
|
if (pipelineAsset.supportsMainLightShadows)
|
|
{
|
|
// User can change cascade count at runtime, so we have to include both of them for now
|
|
shaderFeatures |= ShaderFeatures.MainLightShadows;
|
|
shaderFeatures |= ShaderFeatures.MainLightShadowsCascade;
|
|
}
|
|
|
|
if (pipelineAsset.additionalLightsRenderingMode == LightRenderingMode.PerVertex)
|
|
{
|
|
shaderFeatures |= ShaderFeatures.VertexLighting;
|
|
}
|
|
else if (pipelineAsset.additionalLightsRenderingMode == LightRenderingMode.PerPixel)
|
|
{
|
|
shaderFeatures |= ShaderFeatures.AdditionalLights;
|
|
}
|
|
|
|
bool anyShadows = pipelineAsset.supportsMainLightShadows ||
|
|
(shaderFeatures & ShaderFeatures.AdditionalLightShadows) != 0;
|
|
if (pipelineAsset.supportsSoftShadows && anyShadows)
|
|
shaderFeatures |= ShaderFeatures.SoftShadows;
|
|
|
|
if (pipelineAsset.supportsMixedLighting)
|
|
shaderFeatures |= ShaderFeatures.MixedLighting;
|
|
|
|
if (pipelineAsset.supportsTerrainHoles)
|
|
shaderFeatures |= ShaderFeatures.TerrainHoles;
|
|
|
|
if (pipelineAsset.useFastSRGBLinearConversion)
|
|
shaderFeatures |= ShaderFeatures.UseFastSRGBLinearConversion;
|
|
|
|
if (pipelineAsset.supportsLightLayers)
|
|
shaderFeatures |= ShaderFeatures.LightLayers;
|
|
|
|
bool hasScreenSpaceShadows = false;
|
|
bool hasScreenSpaceOcclusion = false;
|
|
bool hasDeferredRenderer = false;
|
|
bool accurateGbufferNormals = false;
|
|
bool clusteredRendering = false;
|
|
bool onlyClusteredRendering = false;
|
|
bool usesRenderPass = false;
|
|
|
|
{
|
|
ScriptableRenderer renderer = pipelineAsset.GetRenderer(rendererIndex);
|
|
if (renderer is UniversalRenderer)
|
|
{
|
|
UniversalRenderer universalRenderer = (UniversalRenderer)renderer;
|
|
if (universalRenderer.renderingMode == RenderingMode.Deferred)
|
|
{
|
|
hasDeferredRenderer |= true;
|
|
accurateGbufferNormals |= universalRenderer.accurateGbufferNormals;
|
|
usesRenderPass |= universalRenderer.useRenderPassEnabled;
|
|
}
|
|
}
|
|
|
|
if (!renderer.stripShadowsOffVariants)
|
|
shaderFeatures |= ShaderFeatures.ShadowsKeepOffVariants;
|
|
|
|
if (!renderer.stripAdditionalLightOffVariants)
|
|
shaderFeatures |= ShaderFeatures.AdditionalLightsKeepOffVariants;
|
|
|
|
var rendererClustered = false;
|
|
|
|
ScriptableRendererData rendererData = pipelineAsset.m_RendererDataList[rendererIndex];
|
|
if (rendererData != null)
|
|
{
|
|
for (int rendererFeatureIndex = 0; rendererFeatureIndex < rendererData.rendererFeatures.Count; rendererFeatureIndex++)
|
|
{
|
|
ScriptableRendererFeature rendererFeature = rendererData.rendererFeatures[rendererFeatureIndex];
|
|
|
|
ScreenSpaceShadows ssshadows = rendererFeature as ScreenSpaceShadows;
|
|
hasScreenSpaceShadows |= ssshadows != null;
|
|
|
|
// Check for Screen Space Ambient Occlusion Renderer Feature
|
|
ScreenSpaceAmbientOcclusion ssao = rendererFeature as ScreenSpaceAmbientOcclusion;
|
|
hasScreenSpaceOcclusion |= ssao != null;
|
|
|
|
if (ssao?.afterOpaque ?? false)
|
|
shaderFeatures |= ShaderFeatures.ScreenSpaceOcclusionAfterOpaque;
|
|
|
|
// Check for Decal Renderer Feature
|
|
DecalRendererFeature decal = rendererFeature as DecalRendererFeature;
|
|
if (decal != null)
|
|
{
|
|
var technique = decal.GetTechnique(renderer);
|
|
switch (technique)
|
|
{
|
|
case DecalTechnique.DBuffer:
|
|
shaderFeatures |= GetFromDecalSurfaceData(decal.GetDBufferSettings().surfaceData);
|
|
break;
|
|
case DecalTechnique.ScreenSpace:
|
|
shaderFeatures |= GetFromNormalBlend(decal.GetScreenSpaceSettings().normalBlend);
|
|
shaderFeatures |= ShaderFeatures.DecalScreenSpace;
|
|
break;
|
|
case DecalTechnique.GBuffer:
|
|
shaderFeatures |= GetFromNormalBlend(decal.GetScreenSpaceSettings().normalBlend);
|
|
shaderFeatures |= ShaderFeatures.DecalGBuffer;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (rendererData is UniversalRendererData universalRendererData)
|
|
{
|
|
rendererClustered = universalRendererData.renderingMode == RenderingMode.Forward &&
|
|
universalRendererData.clusteredRendering;
|
|
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
if (universalRendererData.xrSystemData != null)
|
|
shaderFeatures |= ShaderFeatures.DrawProcedural;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
clusteredRendering |= rendererClustered;
|
|
onlyClusteredRendering &= rendererClustered;
|
|
}
|
|
|
|
if (hasDeferredRenderer)
|
|
shaderFeatures |= ShaderFeatures.DeferredShading;
|
|
|
|
if (accurateGbufferNormals)
|
|
shaderFeatures |= ShaderFeatures.AccurateGbufferNormals;
|
|
|
|
if (hasScreenSpaceShadows)
|
|
shaderFeatures |= ShaderFeatures.ScreenSpaceShadows;
|
|
|
|
if (hasScreenSpaceOcclusion)
|
|
shaderFeatures |= ShaderFeatures.ScreenSpaceOcclusion;
|
|
|
|
if (usesRenderPass)
|
|
shaderFeatures |= ShaderFeatures.RenderPassEnabled;
|
|
|
|
if (pipelineAsset.reflectionProbeBlending)
|
|
shaderFeatures |= ShaderFeatures.ReflectionProbeBlending;
|
|
|
|
if (pipelineAsset.reflectionProbeBoxProjection)
|
|
shaderFeatures |= ShaderFeatures.ReflectionProbeBoxProjection;
|
|
|
|
if (clusteredRendering)
|
|
{
|
|
shaderFeatures |= ShaderFeatures.ClusteredRendering;
|
|
}
|
|
|
|
if (onlyClusteredRendering)
|
|
{
|
|
shaderFeatures &= ~(ShaderFeatures.AdditionalLights | ShaderFeatures.VertexLighting);
|
|
}
|
|
|
|
if (pipelineAsset.additionalLightsRenderingMode == LightRenderingMode.PerPixel || clusteredRendering)
|
|
{
|
|
if (pipelineAsset.supportsAdditionalLightShadows)
|
|
{
|
|
shaderFeatures |= ShaderFeatures.AdditionalLightShadows;
|
|
}
|
|
}
|
|
|
|
return shaderFeatures;
|
|
}
|
|
|
|
private static ShaderFeatures GetFromDecalSurfaceData(DecalSurfaceData surfaceData)
|
|
{
|
|
ShaderFeatures shaderFeatures = ShaderFeatures.None;
|
|
switch (surfaceData)
|
|
{
|
|
case DecalSurfaceData.Albedo:
|
|
shaderFeatures |= ShaderFeatures.DBufferMRT1;
|
|
break;
|
|
case DecalSurfaceData.AlbedoNormal:
|
|
shaderFeatures |= ShaderFeatures.DBufferMRT2;
|
|
break;
|
|
case DecalSurfaceData.AlbedoNormalMAOS:
|
|
shaderFeatures |= ShaderFeatures.DBufferMRT3;
|
|
break;
|
|
}
|
|
return shaderFeatures;
|
|
}
|
|
|
|
private static ShaderFeatures GetFromNormalBlend(DecalNormalBlend normalBlend)
|
|
{
|
|
ShaderFeatures shaderFeatures = ShaderFeatures.None;
|
|
switch (normalBlend)
|
|
{
|
|
case DecalNormalBlend.Low:
|
|
shaderFeatures |= ShaderFeatures.DecalNormalBlendLow;
|
|
break;
|
|
case DecalNormalBlend.Medium:
|
|
shaderFeatures |= ShaderFeatures.DecalNormalBlendMedium;
|
|
break;
|
|
case DecalNormalBlend.High:
|
|
shaderFeatures |= ShaderFeatures.DecalNormalBlendHigh;
|
|
break;
|
|
}
|
|
return shaderFeatures;
|
|
}
|
|
}
|
|
}
|