avatar/Assets/Unlit_WF_ShaderSuite/Editor/WF_ShaderPreprocessor.cs

298 lines
12 KiB
C#

/*
* The MIT License
*
* Copyright 2018-2021 whiteflare.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
// #define WF_STRIP_DISABLE
#define WF_STRIP_LOG_RESULT
// #define WF_STRIP_LOG_TRACE
// #define WF_STRIP_LOG_VERBOSE
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEditor.Build;
using UnityEditor.Rendering;
using UnityEditor.SceneManagement;
namespace UnlitWF
{
#if UNITY_2019_1_OR_NEWER
public class WF_ShaderPreprocessor : IPreprocessShaders
{
private bool initialized = false;
private List<UsedShaderVariant> usedShaderVariantList;
private WFEditorSetting settings;
public int callbackOrder
{
get {
ClearUsedShaderVariantList();
return 100;
}
}
public WF_ShaderPreprocessor() {
ClearUsedShaderVariantList();
}
public void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> data) {
#if !WF_STRIP_DISABLE
if (IsStripTargetShader(shader)) {
// 設定はここで読み込む
InitUsedShaderVariantList();
if (settings == null || !settings.enableStripping) {
// stripping しない
return;
}
var before = data.Count;
var strip = 0;
strip += DoStripForwardBasePass(shader, snippet, data);
strip += DoStripMetaPass(shader, snippet, data);
#if WF_STRIP_LOG_RESULT
if (data.Count < before) {
Debug.LogFormat("[WF][Preprocess] shader stripping: {0}/{1} at {2}/{3}/{4}", strip, before, shader.name, snippet.passName, snippet.shaderType);
}
#endif
}
#endif
}
protected int DoStripForwardBasePass(Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> data) {
if (snippet.passType != PassType.ForwardBase) {
// ここで stripping するのは ForwardBase だけ
return 0;
}
// 存在するキーワードの配列
var existingKwds = GetExistingShaderKeywords(shader, data);
if (existingKwds.Length == 0) {
// feature keyword が無いならば何もしない
return 0;
}
var count = 0;
for (int i = data.Count - 1; 0 <= i; i--) {
var d = data[i];
if (ContainsShaderVariant(settings.alwaysIncludeShaders, shader, snippet, d)) {
#if WF_STRIP_LOG_VERBOSE
Debug.LogFormat("[WF][Preprocess] always include: {0}/{1}/{2}/{3} ({4})",
shader.name,
snippet.passName,
snippet.shaderType,
d.shaderCompilerPlatform,
string.Join(", ", ToKeywordArray(shader, d.shaderKeywordSet)));
#endif
continue;
}
if (usedShaderVariantList.Any(v => v.IsMatchVariant(shader, existingKwds, d))) {
#if WF_STRIP_LOG_VERBOSE
Debug.LogFormat("[WF][Preprocess] match variant: {0}/{1}/{2}/{3} ({4})",
shader.name,
snippet.passName,
snippet.shaderType,
d.shaderCompilerPlatform,
string.Join(", ", ToKeywordArray(shader, d.shaderKeywordSet)));
#endif
// 使用しているバリアントならば何もしない
continue;
}
// 使用してないバリアントは削除
data.RemoveAt(i);
count++;
}
return count;
}
private bool ContainsShaderVariant(ShaderVariantCollection collection, Shader shader, ShaderSnippetData snippet, ShaderCompilerData data) {
if (collection == null) {
return false;
}
return collection.Contains(new ShaderVariantCollection.ShaderVariant(shader, snippet.passType, ToKeywordArray(shader, data.shaderKeywordSet)));
}
protected int DoStripMetaPass(Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> data) {
if (snippet.passType != PassType.Meta) {
// ここで stripping するのは Meta だけ
return 0;
}
if (!settings.stripMetaPass) {
// 設定で Meta パス削減しないときには何もしない
return 0;
}
int count = data.Count;
data.Clear();
return count;
}
private string[] ToKeywordArray(Shader shader, ShaderKeywordSet keys) {
return keys.GetShaderKeywords().Select(kwd => ShaderKeyword.GetKeywordName(shader, kwd)).ToArray();
}
private static bool IsStripTargetShader(Shader shader) {
if (shader == null) {
return false;
}
if (!WFCommonUtility.IsSupportedShader(shader)) {
return false;
}
if (shader.name.Contains("WF_DebugView")) {
return false;
}
if (shader.name.Contains("WF_UnToon_Hidden")) {
return false;
}
return true;
}
private string[] GetExistingShaderKeywords(Shader shader, IList<ShaderCompilerData> data) {
return data.SelectMany(d => d.shaderKeywordSet.GetShaderKeywords())
.Where(k => ShaderKeyword.IsKeywordLocal(k))
.Select(k => ShaderKeyword.GetKeywordName(shader, k))
.Where(kwd => WFCommonUtility.IsEnableKeyword(kwd)).Distinct().ToArray();
}
private void ClearUsedShaderVariantList() {
initialized = false;
usedShaderVariantList = null;
}
private void InitUsedShaderVariantList() {
if (initialized) {
// 初期化済みならば何もしない
return;
}
// Assets 内に WF_EditorSetting があるならば読み込み
settings = WFEditorSetting.GetOneOfSettings();
// シーンから UsedShaderVariant を回収
var used = new List<UsedShaderVariant>();
foreach (var mat in GetAllSceneAllMaterial()) {
AppendUsedShaderVariant(used, mat, mat.shader);
}
// EditorSettings から UsedShaderVariant を回収
if (settings.alwaysIncludeMaterials != null) {
foreach (var mat in settings.alwaysIncludeMaterials) {
if (mat != null) {
AppendUsedShaderVariant(used, mat, mat.shader);
}
}
}
usedShaderVariantList = used.Distinct().ToList();
initialized = true;
#if WF_STRIP_LOG_TRACE
Debug.LogFormat("[WF][Preprocess] used variants: {0}", usedShaderVariantList.Count);
foreach (var uv in usedShaderVariantList) {
Debug.LogFormat("[WF][Preprocess] used variant: {0}", uv);
}
#endif
}
private Material[] GetAllSceneAllMaterial() {
var result = new List<Material>();
for (int i = 0; i < EditorSceneManager.sceneCount; i++) {
var scene = EditorSceneManager.GetSceneAt(i);
result.AddRange(scene.GetRootGameObjects()
.SelectMany(go => go.GetComponentsInChildren<Renderer>(true))
.SelectMany(mf => mf.sharedMaterials)
.Where(mat => mat != null));
}
return result.Distinct().ToArray();
}
private void AppendUsedShaderVariant(List<UsedShaderVariant> result, Material mat, Shader shader) {
if (mat == null || !IsStripTargetShader(shader)) {
return;
}
// マテリアルから _XX_ENABLE となっているキーワードを回収
IEnumerable<string> keywords = mat.shaderKeywords.Where(kwd => WFCommonUtility.IsEnableKeyword(kwd));
UsedShaderVariant usv = new UsedShaderVariant(shader.name, keywords);
if (!result.Contains(usv)) {
result.Add(usv);
// 直接のシェーダではなく、そのフォールバックを利用できるならばそれも追加する
if (settings == null || !settings.stripFallback) {
var pi = shader.FindPropertyIndex("_FallBack");
if (0 <= pi) {
var fallback = shader.GetPropertyDescription(pi);
AppendUsedShaderVariant(result, mat, Shader.Find(fallback));
}
}
}
}
public class UsedShaderVariant
{
public readonly string shaderName;
public readonly List<string> keywords;
public UsedShaderVariant(string shaderName, IEnumerable<string> keywords) {
this.shaderName = shaderName;
this.keywords = new List<string>(keywords);
this.keywords.Sort();
}
public override bool Equals(object obj) {
var variant = obj as UsedShaderVariant;
return variant != null &&
shaderName == variant.shaderName &&
EqualityComparer<List<string>>.Default.Equals(keywords, variant.keywords);
}
public override int GetHashCode() {
var hashCode = -94728968;
hashCode = hashCode * -1521134295 + EqualityComparer<string>.Default.GetHashCode(shaderName);
hashCode = hashCode * -1521134295 + EqualityComparer<List<string>>.Default.GetHashCode(keywords);
return hashCode;
}
public bool IsMatchVariant(Shader shader, IEnumerable<string> existing, ShaderCompilerData data) {
if (shader.name != shaderName) {
return false;
}
foreach (var kwd in existing) {
if (keywords.Contains(kwd) != data.shaderKeywordSet.IsEnabled(new ShaderKeyword(shader, kwd))) {
return false;
}
}
return true;
}
public override string ToString() {
return shaderName + "(" + string.Join(", ", keywords) + ")";
}
}
}
#endif
}