87 lines
3.4 KiB
C#
87 lines
3.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.Build;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace UnityEditor.XR.ARSubsystems
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{
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/// <summary>
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/// Class with helper methods for interacting with the build process.
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/// </summary>
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public static class BuildHelper
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{
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/// <summary>
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/// Adds a background shader with the given name to the project as a preloaded asset.
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/// </summary>
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/// <param name="shaderName">The name of a shader to add to the project.</param>
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/// <exception cref="UnityEditor.Build.BuildFailedException">Thrown if a shader with the given name cannot be
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/// found.</exception>
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public static void AddBackgroundShaderToProject(string shaderName)
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{
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if (string.IsNullOrEmpty(shaderName))
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{
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Debug.LogWarning("Incompatible render pipeline in GraphicsSettings.currentRenderPipeline. Background "
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+ "rendering may not operate properly.");
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}
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else
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{
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Shader shader = FindShaderOrFailBuild(shaderName);
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Object[] preloadedAssets = PlayerSettings.GetPreloadedAssets();
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var shaderAssets = (from preloadedAsset in preloadedAssets where shader.Equals(preloadedAsset)
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select preloadedAsset);
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if ((shaderAssets == null) || !shaderAssets.Any())
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{
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List<Object> preloadedAssetsList = preloadedAssets.ToList();
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preloadedAssetsList.Add(shader);
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PlayerSettings.SetPreloadedAssets(preloadedAssetsList.ToArray());
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}
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}
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}
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/// <summary>
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/// Removes a shader with the given name from the preloaded assets of the project.
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/// </summary>
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/// <param name="shaderName">The name of a shader to remove from the project.</param>
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/// <exception cref="UnityEditor.Build.BuildFailedException">Thrown if a shader with the given name cannot be
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/// found.</exception>
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public static void RemoveShaderFromProject(string shaderName)
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{
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if (!string.IsNullOrEmpty(shaderName))
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{
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Shader shader = FindShaderOrFailBuild(shaderName);
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Object[] preloadedAssets = PlayerSettings.GetPreloadedAssets();
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var nonShaderAssets = (from preloadedAsset in preloadedAssets where !shader.Equals(preloadedAsset)
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select preloadedAsset);
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PlayerSettings.SetPreloadedAssets(nonShaderAssets.ToArray());
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}
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}
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/// <summary>
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/// Finds a shader with the given name. If no shader with that name is found, the build fails.
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/// </summary>
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/// <param name="shaderName">The name of a shader to find.</param>
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/// <returns>
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/// The shader with the given name.
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/// </returns>
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/// <exception cref="UnityEditor.Build.BuildFailedException">Thrown if a shader with the given name cannot be
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/// found.</exception>
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static Shader FindShaderOrFailBuild(string shaderName)
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{
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var shader = Shader.Find(shaderName);
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if (shader == null)
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{
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throw new BuildFailedException($"Cannot find shader '{shaderName}'");
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}
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return shader;
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}
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}
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}
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