Version: Unity 7.0 Alpha (7000.0)
LanguageEnglish
  • C#

ShaderResourceOptions

enumeration

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Description

The options of a resource described by a BindingInfo.

The options are reported by the shader compiler and are read-only. Options may vary depending on the target graphics API.

Additional resources: ShaderData.Pass.CompileVariant, ResourceBindingInfo, TextureBindingInfo.

using UnityEditor;
using UnityEngine;
using UnityEngine.Shaders;

// Adds a new Editor menu item called Example.
// Select a shader asset in the Project window, then select
// Example > PrintVariantCompileInfoExample from the Editor menu.
// Information of a compiled variant will be printed as debug log.
public class PrintVariantCompileInfoExample
{
    [MenuItem("Example/PrintVariantCompileInfoExample")]
    static void MenuCallback()
    {
        if (Selection.activeObject is Shader selectedShader)
        {
            // Get the first pass of the the first subshader
            ShaderData shaderData = ShaderUtil.GetShaderData(selectedShader);
            ShaderData.Subshader subShader = shaderData.GetSubshader(0);
            ShaderData.Pass pass = subShader.GetPass(0);

            // Compile a vertex shader variant without any keywords
            var keywords = new string[] { };
            ShaderData.VariantCompileInfo info = pass.CompileVariant(UnityEditor.Rendering.ShaderType.Vertex, keywords, UnityEditor.Rendering.ShaderCompilerPlatform.D3D, BuildTarget.StandaloneWindows64);

            // Log the information Unity has about the compiled variant
            if (info.Success)
            {
                Debug.Log("Compiled size: " + info.ShaderData.Length + " bytes");

                string msg = "Vertex attributes: ";
                foreach (var a in info.Attributes)
                {
                    msg += a.ToString() + " ";
                }
                Debug.Log(msg);

                msg = "Texture bindings: ";
                foreach (var tex in info.TextureBindings)
                {
                    msg += tex.Name + "-" + tex.Binding.Set + ":" + tex.Binding.Slot;
                    msg += ", sampler " + tex.SamplerBinding.Set + ":" + tex.SamplerBinding.Slot;
                }
                Debug.Log(msg);

                msg = "Resource bindings: ";
                foreach (var resource in info.ResourceBindings)
                {
                    msg += resource.Name + " (" + resource.Binding.ResourceType + ")" + resource.Binding.Set + ":" + resource.Binding.Slot + "[";
                    if ((resource.Binding.ResourceOptions & ShaderResourceOptions.Readable) != 0)
                        msg += "R";
                    if ((resource.Binding.ResourceOptions & ShaderResourceOptions.Writable) != 0)
                        msg += "W";
                    msg += "]";
                }

                msg = "Constant buffers: ";
                foreach (var cb in info.ConstantBuffers)
                {
                    msg += cb.Name + "-" + cb.Size + "bytes ";
                }
                Debug.Log(msg);
            }
            else // If the compilation fails, Unity prints the errors
            {
                string failureMsg = "Compilation failed: ";
                foreach(var msg in info.Messages)
                {
                    failureMsg += msg.message + "\n";
                }
            }
        }
    }
}

Properties

Property Description
NoneIndicates a resource without any options.
ReadableIndicates a resource can be read by the shader.
WritableIndicates a resource can be written to by the shader.
CounterBufferIndicates a resource is a counter buffer.