shader | 正在编译的着色器。 |
snippet | 有关正在编译的特定着色器代码的详细信息。 |
data | 要为特定着色器代码编译的变体列表。 |
在编译着色器代码片段之前实现此接口以接收回调。
Check global keywords by constructing a ShaderKeyword instance with the name of the keyword. To check local keywords, use an additional parameter to specify the shader that is using the local keyword.
using System.Collections.Generic; using UnityEditor.Build; using UnityEditor.Rendering; using UnityEngine; using UnityEngine.Rendering;
class MyCustomBuildProcessor : IPreprocessShaders { ShaderKeyword m_GlobalKeywordBlue;
public MyCustomBuildProcessor() { m_GlobalKeywordBlue = new ShaderKeyword("_BLUE"); }
public int callbackOrder { get { return 0; } }
public void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> data) { ShaderKeyword localKeywordRed = new ShaderKeyword(shader, "_RED"); for (int i = data.Count - 1; i >= 0; --i) { if (!data[i].shaderKeywordSet.IsEnabled(m_GlobalKeywordBlue)) continue; if (!data[i].shaderKeywordSet.IsEnabled(localKeywordRed)) continue;
data.RemoveAt(i); } } }