cvr-props/Assets/ABI.CCK/Scripts/ShaderCompatibilityPreprocessor.cs

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2023-01-22 16:38:23 +01:00
#if UNITY_EDITOR
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Rendering;
using System.Text;
public class ShaderCompatibilityPreprocessor : IPreprocessShaders
{
public int callbackOrder => 1024;
private static ShaderKeyword _singlePassKeyword = new ShaderKeyword("UNITY_SINGLE_PASS_STEREO");
private static ShaderKeyword _instancedKeyword = new ShaderKeyword("STEREO_INSTANCING_ON");
public void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> data)
{
if(EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows64)
{
List<ShaderCompilerData> reworkedData = new List<ShaderCompilerData>();
foreach(ShaderCompilerData scd in data)
{
ShaderCompilerData reworkedScd = scd;
ShaderKeywordSet shaderKeywordSet = scd.shaderKeywordSet;
if(shaderKeywordSet.IsEnabled(_singlePassKeyword))
{
shaderKeywordSet.Disable(_singlePassKeyword);
shaderKeywordSet.Enable(_instancedKeyword);
reworkedScd.shaderKeywordSet = shaderKeywordSet;
reworkedData.Add(reworkedScd);
continue;
}
if(shaderKeywordSet.IsEnabled(_instancedKeyword))
{
shaderKeywordSet.Enable(_singlePassKeyword);
shaderKeywordSet.Disable(_instancedKeyword);
reworkedScd.shaderKeywordSet = shaderKeywordSet;
reworkedData.Add(reworkedScd);
continue;
}
}
foreach(ShaderCompilerData entry in reworkedData)
{
data.Add(entry);
}
}
}
}
#endif