using System.Collections.Generic; using UnityEditor; using UnityEditor.Build; using UnityEditor.Rendering; using UnityEngine; namespace VRC.SDKBase.Editor.ShaderStripping { public class StripPostProcessing : IPreprocessShaders { public int callbackOrder => 0; public void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList data) { if(EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android) { return; } string shaderName = shader.name; if(string.IsNullOrEmpty(shaderName) || !shaderName.Contains("PostProcessing")) { return; } data.Clear(); } } }