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MaiDXR/Assets/Oculus/VR/Editor/OVRShaderBuildProcessor.cs
2022-08-20 21:35:57 +02:00

75 lines
2.1 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
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);
}
}
}
}