Version: 2020.1
public void OnProcessShader (Shader shader, Rendering.ShaderSnippetData snippet, IList<ShaderCompilerData> data);

参数

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。

描述

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); } } }