93 lines
3.4 KiB
C#
93 lines
3.4 KiB
C#
using System;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Specifies the logging level for shader variants
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/// </summary>
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public enum ShaderVariantLogLevel
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{
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/// <summary>Disable all log for Shader Variant</summary>
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[Tooltip("No shader variants are logged")]
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Disabled,
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/// <summary>Only logs SRP Shaders when logging Shader Variant</summary>
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[Tooltip("Only shaders that are compatible with SRPs (e.g., URP, HDRP) are logged")]
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OnlySRPShaders,
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/// <summary>Logs all Shader Variant</summary>
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[Tooltip("All shader variants are logged")]
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AllShaders,
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}
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/// <summary>
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/// Class that stores shader stripping settings shared between all pipelines
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/// </summary>
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[Serializable]
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[SupportedOnRenderPipeline]
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[Categorization.CategoryInfo(Name = "Additional Shader Stripping Settings", Order = 40)]
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[Categorization.ElementInfo(Order = 0)]
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public class ShaderStrippingSetting : IRenderPipelineGraphicsSettings
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{
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#region Version
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internal enum Version : int
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{
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Initial = 0,
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}
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[SerializeField] [HideInInspector]
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private Version m_Version = Version.Initial;
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/// <summary>Current version.</summary>
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public int version => (int)m_Version;
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#endregion
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bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
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#region SerializeFields
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[SerializeField]
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[Tooltip("Controls whether to output shader variant information to a file.")]
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private bool m_ExportShaderVariants = true;
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[SerializeField]
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[Tooltip("Controls the level of logging of shader variant information outputted during the build process. Information appears in the Unity Console when the build finishes.")]
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private ShaderVariantLogLevel m_ShaderVariantLogLevel = ShaderVariantLogLevel.Disabled;
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[SerializeField]
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[Tooltip("When enabled, all debug display shader variants are removed when you build for the Unity Player. This decreases build time, but prevents the use of most Rendering Debugger features in Player builds.")]
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private bool m_StripRuntimeDebugShaders = true;
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#endregion
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#region Data Accessors
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/// <summary>
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/// Controls whether to output shader variant information to a file.
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/// </summary>
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public bool exportShaderVariants
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{
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get => m_ExportShaderVariants;
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set => this.SetValueAndNotify(ref m_ExportShaderVariants, value);
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}
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/// <summary>
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/// Controls the level of logging of shader variant information outputted during the build process.
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/// Information appears in the Unity Console when the build finishes.
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/// </summary>
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public ShaderVariantLogLevel shaderVariantLogLevel
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{
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get => m_ShaderVariantLogLevel;
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set => this.SetValueAndNotify(ref m_ShaderVariantLogLevel, value);
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}
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/// <summary>
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/// When enabled, all debug display shader variants are removed when you build for the Unity Player.
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/// This decreases build time, but prevents the use of most Rendering Debugger features in Player builds.
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/// </summary>
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public bool stripRuntimeDebugShaders
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{
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get => m_StripRuntimeDebugShaders;
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set => this.SetValueAndNotify(ref m_StripRuntimeDebugShaders, value);
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}
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#endregion
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}
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}
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