diff --git a/Editor/Core/Scripts/Utilities/ShaderVariantConstants.cs b/Editor/Core/Scripts/Utilities/ShaderVariantConstants.cs deleted file mode 100644 index 5c14ea79..00000000 --- a/Editor/Core/Scripts/Utilities/ShaderVariantConstants.cs +++ /dev/null @@ -1,25 +0,0 @@ -using UnityEngine.Rendering; - -namespace ReadyPlayerMe.Core.Editor -{ - public static class ShaderVariantConstants - { - public static ShaderVariantData[] Variants = new [] - { - new ShaderVariantData("glTF/PbrMetallicRoughness", PassType.ForwardBase, "DIRECTIONAL LIGHTPROBE_SH SHADOWS_SCREEN" ), - new ShaderVariantData("glTF/PbrMetallicRoughness", PassType.ForwardBase, "DIRECTIONAL LIGHTPROBE_SH SHADOWS_SCREEN _ALPHATEST_ON" ), - new ShaderVariantData("glTF/PbrMetallicRoughness", PassType.ForwardBase, "DIRECTIONAL LIGHTPROBE_SH SHADOWS_SCREEN _EMISSION _METALLICGLOSSMAP" ), - new ShaderVariantData("glTF/PbrMetallicRoughness", PassType.ForwardBase, "DIRECTIONAL LIGHTPROBE_SH SHADOWS_SCREEN _EMISSION _METALLICGLOSSMAP _NORMALMAP" ), - new ShaderVariantData("glTF/PbrMetallicRoughness", PassType.ForwardBase, "DIRECTIONAL LIGHTPROBE_SH SHADOWS_SCREEN _METALLICGLOSSMAP _NORMALMAP" ), - new ShaderVariantData("glTF/PbrMetallicRoughness", PassType.ForwardBase, "DIRECTIONAL LIGHTPROBE_SH SHADOWS_SCREEN _METALLICGLOSSMAP _NORMALMAP _OCCLUSION" ), - new ShaderVariantData("glTF/PbrMetallicRoughness", PassType.ForwardBase, "DIRECTIONAL LIGHTPROBE_SH SHADOWS_SCREEN _NORMALMAP" ), - new ShaderVariantData("glTF/PbrMetallicRoughness", PassType.ForwardBase, "DIRECTIONAL LIGHTPROBE_SH _ALPHABLEND_ON" ), - new ShaderVariantData("glTF/PbrMetallicRoughness", PassType.ShadowCaster, "SHADOWS_DEPTH" ), - new ShaderVariantData("glTF/PbrMetallicRoughness", PassType.ShadowCaster, "SHADOWS_DEPTH _ALPHABLEND_ON" ), - new ShaderVariantData("glTF/PbrMetallicRoughness", PassType.ShadowCaster, "SHADOWS_DEPTH _ALPHATEST_ON" ), - new ShaderVariantData("glTF/PbrMetallicRoughness", PassType.ShadowCaster, "SHADOWS_DEPTH _METALLICGLOSSMAP" ), - new ShaderVariantData("glTF/PbrMetallicRoughness", PassType.ShadowCaster, "SHADOWS_DEPTH _METALLICGLOSSMAP _OCCLUSION" ), - new ShaderVariantData("glTF/PbrMetallicRoughness", PassType.ShadowCaster, "_METALLICGLOSSMAP _OCCLUSION" ), - }; - } -} diff --git a/Editor/Core/Scripts/Utilities/ShaderVariantConstants.cs.meta b/Editor/Core/Scripts/Utilities/ShaderVariantConstants.cs.meta deleted file mode 100644 index 44759b75..00000000 --- a/Editor/Core/Scripts/Utilities/ShaderVariantConstants.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3618da9f59bf4a34db4895ae8524b8e1 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Editor/Core/Scripts/Utilities/ShaderVariantTool.cs b/Editor/Core/Scripts/Utilities/ShaderVariantTool.cs deleted file mode 100644 index f1d82a16..00000000 --- a/Editor/Core/Scripts/Utilities/ShaderVariantTool.cs +++ /dev/null @@ -1,140 +0,0 @@ -using System.Collections.Generic; -using System.IO; -using UnityEditor; -using UnityEngine; -using UnityEngine.Rendering; - -namespace ReadyPlayerMe.Core.Editor -{ - [System.Serializable] - public struct ShaderVariantData - { - public string ShaderName; - public PassType PassType; - public string Keywords; - - public ShaderVariantData(string shaderName, PassType passType, string keywords) - { - ShaderName = shaderName; - PassType = passType; - Keywords = keywords; - } - } - - public class ShaderVariantTool - { - public List ShaderVariants { get; private set; } = new List(); - - /// - /// Reads the shader variants from a ShaderVariantCollection asset. - /// - /// The ShaderVariantCollection asset to load from. - public void ReadShaderVariantsFromCollection(ShaderVariantCollection variantCollection) - { - ShaderVariants.Clear(); // Clear any existing data - try - { - var serializedObject = new SerializedObject(variantCollection); - var shaderArrayProperty = serializedObject.FindProperty("m_Shaders"); - - if (shaderArrayProperty == null) - { - Debug.Log("Error: Unable to find Shaders in the ShaderVariantCollection."); - return; - } - - for (int i = 0; i < shaderArrayProperty.arraySize; i++) - { - var shaderProperty = shaderArrayProperty.GetArrayElementAtIndex(i); - var shaderReferenceProp = shaderProperty.FindPropertyRelative("first"); - var shader = shaderReferenceProp.objectReferenceValue as Shader; - - if (shader == null) - { - Debug.LogError("Shader not found."); - continue; - } - - var variantsProperty = shaderProperty.FindPropertyRelative("second.variants"); - for (int j = 0; j < variantsProperty.arraySize; j++) - { - var variantProperty = variantsProperty.GetArrayElementAtIndex(j); - var passTypeProperty = variantProperty.FindPropertyRelative("passType"); - var keywordsProperty = variantProperty.FindPropertyRelative("keywords"); - - var passType = (PassType)passTypeProperty.intValue; - - ShaderVariants.Add(new ShaderVariantData - { - ShaderName = shader.name, - PassType = passType, - Keywords = keywordsProperty.stringValue - }); - } - } - - Debug.Log($"Successfully loaded {ShaderVariants.Count} shader variants."); - } - catch - { - Debug.LogError("An error occurred while reading the ShaderVariantCollection."); - } - } - - /// - /// Exports the shader variants to a script for hard-coding. - /// - public void ExportShaderVariantsToFile(string outputPath) - { - List lines = new List(); - lines.Add("using UnityEngine.Rendering;\n"); - lines.Add("namespace ReadyPlayerMe.Core.Editor\n{"); - lines.Add(" public static class ShaderVariantConstants\n {"); - lines.Add(" public static ShaderVariantData[] Variants = new [] \n {"); - - foreach (ShaderVariantData variant in ShaderVariants) - { - var keywordsString = variant.Keywords.Length > 0 ? $"\"{string.Join("\", \"", variant.Keywords)}\"" : "\"\""; - lines.Add($" new ShaderVariantData(\"{variant.ShaderName}\", PassType.{variant.PassType}, {keywordsString} ),"); - } - - lines.Add(" };"); - lines.Add(" }"); - lines.Add("}"); - - File.WriteAllLines(outputPath, lines.ToArray()); - AssetDatabase.Refresh(); - Debug.Log($"Shader variants exported to {outputPath}"); - } - - /// - /// Creates a new .shadervariants file based on the shader variants list. - /// - public void CreateNewShaderVariantsFile(string outputPath) - { - ShaderVariantCollection newCollection = new ShaderVariantCollection(); - - foreach (ShaderVariantData variantData in ShaderVariantConstants.Variants) - { - Shader shader = Shader.Find(variantData.ShaderName); - if (shader == null) - { - Debug.LogError($"Shader not found: {variantData.ShaderName}"); - continue; - } - - var keywordsArray = variantData.Keywords.Split(' '); - ShaderVariantCollection.ShaderVariant newVariant = new ShaderVariantCollection.ShaderVariant( - shader, - variantData.PassType, - keywordsArray); - newCollection.Add(newVariant); - } - - AssetDatabase.CreateAsset(newCollection, outputPath); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - Debug.Log($"New .shadervariants file created at {outputPath}"); - } - } -} \ No newline at end of file diff --git a/Editor/Core/Scripts/Utilities/ShaderVariantTool.cs.meta b/Editor/Core/Scripts/Utilities/ShaderVariantTool.cs.meta deleted file mode 100644 index ec210f6d..00000000 --- a/Editor/Core/Scripts/Utilities/ShaderVariantTool.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6f9e050aace6e214db052d4bfef9a104 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: