383 lines
14 KiB
C#
383 lines
14 KiB
C#
// Original ShaderKeywordsUtility by ScruffyRules#0879
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// Thank you to Xiexe and all that tested!
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// Licensed under the MIT License (see https://vrchat.com/legal/attribution)
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#if UNITY_EDITOR
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class ShaderKeywordsUtility : EditorWindow
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{
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private static Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, Dictionary<Material, bool>> avatars = new Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, Dictionary<Material, bool>>();
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private Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, bool> avatarsOpened = new Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, bool>();
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private Vector2 scrollPos;
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private static GUIStyle titleGuiStyle;
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public static HashSet<string> keywordBlacklist = new HashSet<string>(new string[]
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{
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// Unity Keywords, these don't matter at all. (They should be loaded)
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// All Keywords that are in Standard Unity Shaders
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"_ALPHABLEND_ON",
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"_ALPHAMODULATE_ON",
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"_ALPHAPREMULTIPLY_ON",
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"_ALPHATEST_ON",
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"_COLORADDSUBDIFF_ON",
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"_COLORCOLOR_ON",
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"_COLOROVERLAY_ON",
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"_DETAIL_MULX2",
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"_EMISSION",
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"_FADING_ON",
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"_GLOSSYREFLECTIONS_OFF",
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"_GLOSSYREFLECTIONS_OFF",
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"_MAPPING_6_FRAMES_LAYOUT",
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"_METALLICGLOSSMAP",
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"_NORMALMAP",
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"_PARALLAXMAP",
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"_REQUIRE_UV2",
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"_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A",
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"_SPECGLOSSMAP",
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"_SPECULARHIGHLIGHTS_OFF",
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"_SPECULARHIGHLIGHTS_OFF",
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"_SUNDISK_HIGH_QUALITY",
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"_SUNDISK_NONE",
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"_SUNDISK_SIMPLE",
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"_TERRAIN_NORMAL_MAP",
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"BILLBOARD_FACE_CAMERA_POS",
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"EFFECT_BUMP",
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"EFFECT_HUE_VARIATION",
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"ETC1_EXTERNAL_ALPHA",
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"GEOM_TYPE_BRANCH",
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"GEOM_TYPE_BRANCH_DETAIL",
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"GEOM_TYPE_FROND",
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"GEOM_TYPE_LEAF",
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"GEOM_TYPE_MESH",
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"LOD_FADE_CROSSFADE",
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"PIXELSNAP_ON",
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"SOFTPARTICLES_ON",
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"STEREO_INSTANCING_ON",
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"STEREO_MULTIVIEW_ON",
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"UNITY_HDR_ON",
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"UNITY_SINGLE_PASS_STEREO",
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"UNITY_UI_ALPHACLIP",
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"UNITY_UI_CLIP_RECT",
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// Post Processing Stack V1 and V2
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// This is mostly just safe keeping somewhere
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"FOG_OFF",
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"FOG_LINEAR",
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"FOG_EXP",
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"FOG_EXP2",
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"ANTI_FLICKER",
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"UNITY_COLORSPACE_GAMMA",
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"SOURCE_GBUFFER",
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"AUTO_KEY_VALUE",
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"GRAIN",
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"DITHERING",
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"TONEMAPPING_NEUTRAL",
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"TONEMAPPING_FILMIC",
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"CHROMATIC_ABERRATION",
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"DEPTH_OF_FIELD",
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"DEPTH_OF_FIELD_COC_VIEW",
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"BLOOM",
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"BLOOM_LENS_DIRT",
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"COLOR_GRADING",
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"COLOR_GRADING_LOG_VIEW",
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"USER_LUT",
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"VIGNETTE_CLASSIC",
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"VIGNETTE_MASKED",
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"FXAA",
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"FXAA_LOW",
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"FXAA_KEEP_ALPHA",
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"STEREO_INSTANCING_ENABLED",
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"STEREO_DOUBLEWIDE_TARGET",
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"TONEMAPPING_ACES",
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"TONEMAPPING_CUSTOM",
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"APPLY_FORWARD_FOG",
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"DISTORT",
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"CHROMATIC_ABERRATION_LOW",
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"BLOOM_LOW",
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"VIGNETTE",
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"FINALPASS",
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"COLOR_GRADING_HDR_3D",
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"COLOR_GRADING_HDR",
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"AUTO_EXPOSURE"
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});
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const string keywordDescription = "Unity has a global limit of 256 keywords. A lot (~60) are used internally by Unity.\n\nAny new keyword you encounter goes onto a global list, and will stay until you restart the client.\n\nKeywords are used to create compile time branches and remove code, to optimize a shader, however, because of the 256 keyword limit, using them in VRChat can cause other shaders which use keywords to break, as once you hit the limit, any new keyword will get ignored.\n\nIt's best in the confines of VRChat to stay away from using custom keywords if possible, as not to cause issues with (your) shaders breaking.\n\nFor the full list of internal keywords, see 'ShaderKeywordsUtility.cs'";
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private static bool avatarsDirty = true;
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private int loadedScenes = 0;
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[MenuItem("VRChat SDK/Utilities/Avatar Shader Keywords Utility", false, 990)]
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static void Init()
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{
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ShaderKeywordsUtility window = EditorWindow.GetWindow<ShaderKeywordsUtility>();
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window.titleContent = new GUIContent("Shader Keywords Utility");
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window.minSize = new Vector2(325, 410);
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window.Show();
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titleGuiStyle = new GUIStyle
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{
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fontSize = 15,
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fontStyle = FontStyle.BoldAndItalic,
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alignment = TextAnchor.MiddleCenter,
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wordWrap = true
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};
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if (EditorGUIUtility.isProSkin)
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titleGuiStyle.normal.textColor = Color.white;
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else
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titleGuiStyle.normal.textColor = Color.black;
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}
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public static List<VRC.SDKBase.VRC_AvatarDescriptor> getADescs()
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{
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List<GameObject> GOs = new List<GameObject>();
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for (int i = 0; i < UnityEditor.SceneManagement.EditorSceneManager.sceneCount; i++)
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{
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Scene scene = UnityEditor.SceneManagement.EditorSceneManager.GetSceneAt(i);
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if (scene.isLoaded)
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{
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GameObject[] GOs2 = scene.GetRootGameObjects();
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foreach (GameObject go in GOs2)
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{
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GOs.Add(go);
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}
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}
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}
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List<VRC.SDKBase.VRC_AvatarDescriptor> descriptors = new List<VRC.SDKBase.VRC_AvatarDescriptor>();
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foreach (GameObject go in GOs)
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{
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var vrcdescs = go.GetComponentsInChildren<VRC.SDKBase.VRC_AvatarDescriptor>(true);
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foreach (VRC.SDKBase.VRC_AvatarDescriptor vrcdesc in vrcdescs)
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{
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descriptors.Add(vrcdesc);
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}
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}
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return descriptors;
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}
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public static bool DetectCustomShaderKeywords(VRC.SDKBase.VRC_AvatarDescriptor ad)
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{
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foreach (Renderer renderer in ad.transform.GetComponentsInChildren<Renderer>(true))
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{
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foreach (Material mat in renderer.sharedMaterials)
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{
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if (mat != null)
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{
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foreach (string keyword in mat.shaderKeywords)
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{
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if (!keywordBlacklist.Contains(keyword))
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return true;
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}
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}
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}
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}
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return false;
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}
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void OnGUI()
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{
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GUILayout.Space(10);
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GUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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GUILayout.Label("Shader Keywords Utility", titleGuiStyle);
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GUILayout.FlexibleSpace();
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GUILayout.EndHorizontal();
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GUILayout.Space(15);
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bool showHelp = EditorPrefs.GetBool("VRCSDK_ShowShaderKeywordsHelp", true);
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if (showHelp)
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{
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GUILayout.Label(keywordDescription, EditorStyles.helpBox, GUILayout.ExpandWidth(true));
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GUILayout.Space(15);
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}
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int _loadedScenes = 0;
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for (int i = 0; i < UnityEditor.SceneManagement.EditorSceneManager.sceneCount; i++)
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{
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Scene scene = UnityEditor.SceneManagement.EditorSceneManager.GetSceneAt(i);
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if (scene.isLoaded)
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_loadedScenes += 1;
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}
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if (_loadedScenes != loadedScenes)
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{
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// Debug.Log("Loaded Scenes changed");
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loadedScenes = _loadedScenes;
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avatarsDirty = true;
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}
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Refresh Avatars", GUILayout.ExpandWidth(false)))
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avatarsDirty = true;
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GUILayout.FlexibleSpace();
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if (GUILayout.Button((showHelp ? "Hide" : "Show") + " Info about Keywords"))
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{
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showHelp = !showHelp;
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EditorPrefs.SetBool("VRCSDK_ShowShaderKeywordsHelp", showHelp);
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}
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GUILayout.EndHorizontal();
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GUILayout.Space(5);
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scrollPos = EditorGUILayout.BeginScrollView(scrollPos, false, false);
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ListAvatars();
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EditorGUILayout.EndScrollView();
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}
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void ListAvatars()
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{
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if (avatarsDirty)
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CacheAvatars();
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Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, Dictionary<Material, bool>> avatarsE = new Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, Dictionary<Material, bool>>(avatars);
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foreach (VRC.SDKBase.VRC_AvatarDescriptor vrcAD in avatarsE.Keys)
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{
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List<string> keywords = new List<string>();
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foreach (Material mat in avatars[vrcAD].Keys)
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{
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foreach (string keyword in mat.shaderKeywords)
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{
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if (!keywords.Contains(keyword) && !keywordBlacklist.Contains(keyword))
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keywords.Add(keyword);
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}
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}
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if (keywords.Count == 0)
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{
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avatars.Remove(vrcAD);
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avatarsOpened.Remove(vrcAD);
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continue;
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}
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GUILayout.BeginHorizontal();
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bool avatarOpened = avatarsOpened[vrcAD];
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avatarOpened = EditorGUILayout.ToggleLeft("", avatarOpened, GUILayout.MaxWidth(15f));
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avatarsOpened[vrcAD] = avatarOpened;
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EditorGUILayout.ObjectField(vrcAD, typeof(VRC.SDKBase.VRC_AvatarDescriptor), true);
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GUILayout.EndHorizontal();
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if (avatarOpened)
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{
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GUILayout.BeginHorizontal();
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GUILayout.Space(23.0879f);
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GUILayout.Label("Total Custom Keywords on Avatar: " + keywords.Count);
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GUILayout.EndHorizontal();
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Dictionary<Material, bool> materials = new Dictionary<Material, bool>(avatars[vrcAD]);
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foreach (KeyValuePair<Material, bool> matKeyVal in materials)
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{
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Material material = matKeyVal.Key;
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bool materialOpened = matKeyVal.Value;
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GUILayout.BeginHorizontal();
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GUILayout.Space(23.0879f);
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materialOpened = EditorGUILayout.ToggleLeft("", materialOpened, GUILayout.MaxWidth(15f));
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avatars[vrcAD][material] = materialOpened;
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EditorGUILayout.ObjectField(material, typeof(Material), false);
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GUILayout.EndHorizontal();
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if (materialOpened)
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{
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GUILayout.BeginHorizontal();
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GUILayout.Space(23.0879f * 2f);
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if (GUILayout.Button("Delete ALL Keywords on this Material"))
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{
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if (EditorUtility.DisplayDialog("Delete All Keywords on this Material", "Are you sure you want to delete all Shader Keywords on this material?\nSome shaders might use these!", "Yes", "No"))
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{
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foreach (string keyword in material.shaderKeywords)
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{
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if (!keywordBlacklist.Contains(keyword))
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material.DisableKeyword(keyword);
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}
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avatars[vrcAD].Remove(material);
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}
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}
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
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GUILayout.Space(23.0879f * 2f);
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GUILayout.Label("Keywords", EditorStyles.boldLabel);
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GUILayout.EndHorizontal();
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int keywordsCount = 0;
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foreach (string keyword in material.shaderKeywords)
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{
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if (!keywordBlacklist.Contains(keyword))
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{
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keywordsCount++;
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GUILayout.BeginHorizontal();
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GUILayout.Space(23.0879f * 2f);
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GUILayout.Label(keyword);
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if (GUILayout.Button("Delete", GUILayout.ExpandWidth(false)))
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material.DisableKeyword(keyword);
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GUILayout.EndHorizontal();
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}
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}
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if (keywordsCount == 0)
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avatars[vrcAD].Remove(material);
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}
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}
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GUILayout.Space(2f);
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}
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}
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}
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void CacheAvatars()
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{
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//Debug.Log("Caching avatars");
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avatars = new Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, Dictionary<Material, bool>>();
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List<VRC.SDKBase.VRC_AvatarDescriptor> avatarDescriptors = getADescs();
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foreach (VRC.SDKBase.VRC_AvatarDescriptor aD in avatarDescriptors)
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{
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if (!avatars.ContainsKey(aD))
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avatars.Add(aD, new Dictionary<Material, bool>());
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if (!avatarsOpened.ContainsKey(aD))
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avatarsOpened.Add(aD, false);
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foreach (Renderer renderer in aD.transform.GetComponentsInChildren<Renderer>(true))
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{
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foreach (Material mat in renderer.sharedMaterials)
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{
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if (mat != null)
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{
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if (!avatars[aD].ContainsKey(mat))
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{
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foreach (string keyword in mat.shaderKeywords)
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{
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if (!keywordBlacklist.Contains(keyword))
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{
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avatars[aD].Add(mat, false);
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break;
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}
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}
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}
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}
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}
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}
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if (avatars[aD].Count == 0)
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{
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avatars.Remove(aD);
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avatarsOpened.Remove(aD);
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}
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}
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// prevent leaking
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Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, bool> avatarsOpenedE = new Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, bool>();
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foreach (VRC.SDKBase.VRC_AvatarDescriptor aO in avatarsOpenedE.Keys)
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{
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if (!avatarDescriptors.Contains(aO))
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avatarsOpened.Remove(aO);
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}
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avatarsDirty = false;
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}
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}
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#endif |