OnProcessShader(Shader, ShaderSnippetData, IList<ShaderCompilerData>)
Implement this interface to receive a callback before a shader snippet is compiled.
Read time 3 minutesLast updated 10 days ago
Definition
- Type: Method
- Namespace: UnityEditor.Build
- Assembly: UnityEditor.CoreModule
void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> data)
Parameters
The shader that Unity is about to compile.
Details about the specific shader code being compiled.
List of variants that Unity is about to compile for the shader.
Remarks
When you build your application, Unity compiles each shader source file into multiple shader variants. Unity creates variants for some or all the possible combinations of keywords you define in the shader source file.
You can use to iterate through each shader and variant Unity is about to compile, and exclude ('strip') variants that use keywords or keyword combinations you don't need. If you strip variants, you can reduce build size, build times, and how much runtime memory Unity uses.
OnProcessShaderFor example, you can use to remove variants that use the following:
OnProcessShader-
Keywords that aren't needed for the current target platform.
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Combinations of keywords that are never used.
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Keywords you only use in your debug builds.
Unity invokes the callback in both Player and AssetBundle builds. If there are any shaders already in the cache, then this method isn't invoked for those shaders. To ensure the callback runs for all shaders, perform a clean build. To run it for a specific shader, modify that shader or one of its dependent assets.
OnProcessShaderTo help you identify keywords and variants to strip, you can check what shader variants you have in your project. For example if you declare a keyword called in your shader code using , the following Editor script finds and strips shader variants that use the keyword.
DEBUG#pragma multi_compile _ DEBUGThe script does the following when you build your application:
- Creates a class that implements the interface.
IPreprocessShaders - Creates an instance of with the name of the keyword.
ShaderKeyword - Implements the callback function and iterates over the
OnProcessShaderlist, which contains every variant in the shader.data - Uses to check if each variant uses the keyword.
data.shaderKeywordSet.IsEnabled() - Uses to strip a shader variant if it contains the keyword and you've disabled Development build in Build Settings.
data.removeAt()
You can also find local keywords. You must create the instance inside the implementation of , so you can use the callback's variable in the constructor.
ShaderKeywordOnProcessShadershaderShaderKeywordFor example if you declare a local keyword called in your shader code using , the following script finds and strips shader variants that use the keyword.
RED#pragma multi_compile_local _ REDIf you strip a variant that a Material needs at runtime, Unity chooses an available shader variant that matches as closely as possible.
Find out about other ways you can strip shader variants.
Additional Resources: BuildPipeline.BuildPlayer, BuildPipeline.BuildAssetBundles, IPreprocessComputeShaders
Examples
using System.Collections.Generic;using UnityEditor;using UnityEngine;using UnityEngine.Rendering;using UnityEditor.Build;using UnityEditor.Rendering;class ShaderDebugBuildPreprocessor : IPreprocessShaders{ ShaderKeyword m_KeywordToStrip; public ShaderDebugBuildPreprocessor() { m_KeywordToStrip = new ShaderKeyword("DEBUG"); } // Use callbackOrder to set when Unity calls this shader preprocessor. Unity starts with the preprocessor that has the lowest callbackOrder value. public int callbackOrder { get { return 0; } } public void OnProcessShader( Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> data) { for (int i = 0; i < data.Count; ++i) { if (data[i].shaderKeywordSet.IsEnabled(m_KeywordToStrip) && !EditorUserBuildSettings.development) { var foundKeywordSet = string.Join(" ", data[i].shaderKeywordSet.GetShaderKeywords()); Debug.Log("Found keyword DEBUG in variant " + i + " of shader " + shader); Debug.Log("Keyword set: " + foundKeywordSet); data.RemoveAt(i); --i; } } }}
using System.Collections.Generic;using UnityEditor.Build;using UnityEditor.Rendering;using UnityEngine;using UnityEngine.Rendering;class MyCustomBuildProcessor : IPreprocessShaders{ public int callbackOrder { get { return 0; } } public void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> data) { // Create an instance of ShaderKeyword using the constructor that takes a Shader argument ShaderKeyword localKeywordToStrip = new ShaderKeyword(shader, "RED"); for (int i = 0; i < data.Count; ++i) { if (data[i].shaderKeywordSet.IsEnabled(localKeywordToStrip)) { data.RemoveAt(i); --i; } } }}