959e80cf72
assets upload description.
110 lines
3.3 KiB
C#
110 lines
3.3 KiB
C#
//////////////////////////////////////////////////////
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// Shader Packager
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// Copyright (c)2021 Jason Booth
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//////////////////////////////////////////////////////
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.PackageManager;
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using UnityEditor.PackageManager.Requests;
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#if UNITY_2019_3_OR_NEWER
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// installs defines for render pipelines, so we can #if USING_HDRP and do stuff. Can't believe Unity doesn't provide this crap, they
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// really go out of their way to make it hard to work across pipelines.
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namespace JBooth.ShaderPackager
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{
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public static class RenderPipelineDefine
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{
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private const string HDRP_PACKAGE = "com.unity.render-pipelines.high-definition";
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private const string URP_PACKAGE = "com.unity.render-pipelines.universal";
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private const string TAG_HDRP = "USING_HDRP";
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private const string TAG_URP = "USING_URP";
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private static ListRequest request;
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[UnityEditor.Callbacks.DidReloadScripts]
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private static void OnScriptsReloaded()
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{
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request = Client.List(true);
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EditorApplication.update -= ListProgress;
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EditorApplication.update += ListProgress;
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}
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private static void ListProgress()
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{
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if (request.IsCompleted)
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{
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if (request.Status == StatusCode.Success)
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{
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// Find out what packages are installed
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var packagesList = request.Result.ToList();
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///Debug.Log("List of offline Unity packages:\n\n" + String.Join("\n", packagesList.Select(x => x.name)) + "\n\n");
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bool hasHDRP = packagesList.Find(x => x.name.Contains(HDRP_PACKAGE)) != null;
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bool hasURP = packagesList.Find(x => x.name.Contains(URP_PACKAGE)) != null;
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DefinePreProcessors(hasHDRP, hasURP);
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}
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else
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{
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Debug.Log(request.Error.message);
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}
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EditorApplication.update -= ListProgress;
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}
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}
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private static void DefinePreProcessors(bool defineHDRP, bool defineURP)
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{
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string originalDefineSymbols;
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string newDefineSymbols;
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List<string> defined;
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//List<BuildTargetGroup> avaliablePlatforms = Enum.GetValues(typeof(BuildTargetGroup)).Cast<BuildTargetGroup>().ToList();
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BuildTargetGroup platform = EditorUserBuildSettings.selectedBuildTargetGroup;
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string log = string.Empty;
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// foreach(var platform in avaliablePlatforms)
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originalDefineSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(platform);
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defined = originalDefineSymbols.Split(';').Where(x => !String.IsNullOrWhiteSpace(x)).ToList();
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Action<bool, string> AppendRemoveTag = (stat, tag) =>
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{
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if (stat && !defined.Contains(tag))
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defined.Add(tag);
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else if (!stat && defined.Contains(tag))
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defined.Remove(tag);
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};
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AppendRemoveTag(defineHDRP, TAG_HDRP);
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AppendRemoveTag(defineURP, TAG_URP);
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newDefineSymbols = string.Join(";", defined);
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if (originalDefineSymbols != newDefineSymbols)
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{
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PlayerSettings.SetScriptingDefineSymbolsForGroup(platform, newDefineSymbols);
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}
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}
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}
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}
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#endif |