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<no keywords defined>搜集问题
if (curSnippet != null && line.StartsWith(ShaderParsedCombinations.TAG_NO_KEYWORDS_DEFINED))
{
if (curSnippet.variants != null)
{
curSnippet.variants = null;
}
}
//变体
else if (curSnippet != null && curSnippet.variants != null)
{
var keywords = keywordsSpliter(line);
if (keywords != null)
{
curSnippet.variants.Add(keywords);
}
}
// Snippet #6 platforms ffffffff:
Keywords always included into build: FOG_LINEAR FOG_EXP FOG_EXP2 INSTANCING_ON
Builtin keywords used: LIGHTPROBE_SH DYNAMICLIGHTMAP_ON SHADOWS_SHADOWMASK LIGHTMAP_ON DIRLIGHTMAP_COMBINED UNITY_HDR_ON
4 keyword variants used in scene:
<no keywords defined>
LIGHTPROBE_SH
UNITY_HDR_ON
LIGHTPROBE_SH UNITY_HDR_ON
// -----------------------------------------
这里 curSnippet.variants 会导致后面的搜集不到
,应该遇到 直接add(“”);
表示shader本体
关于OnProcessShader 的疑问
在编译Shader的时候,unity会自动根据变体,不编译不包含的shader_feature变体。
而你文中提到必须 包含multi_compile的变体。 那么自定义的OnProcessShader就没有意义了。
个人理解 onProcessShader的意义好像是根据变体,裁剪 multi_compile的变体吧。用multi_compile定义的变体,不一定非要包含在项目里面吧,毕竟理论上讲svc已经是完整的集合了。
怎么获取usepass的依赖shader?
怎么获取通过usepass依赖的shader呢?AssetDatabase.GetDependencies是获取不到的吧?2019.4版本是获取不到的。
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