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How to get Shader dependency in Unity

Shulou Source: shulou.com Published: 2022-06-02 06:04:19 10月01日 Update

Unity how to obtain Shader dependence, many novices are not very clear about this, in order to help you solve this problem, the following editor will explain in detail for you, people with this need can come to learn, I hope you can gain something.

Introduction

Shader in Unity also has dependencies on Shader, such as Shader referenced by Dependency or Fallback instructions. Since you cannot obtain the dependency of Shader using AssetDatabase.GetDependencies API, you need to implement it in a different way.

Train of thought

The right thing to do is to parse the entire Shader using the idea of the compiler, find the corresponding dependent instruction and parse out the Shader name in it. But this method is too heavy.

The simple approach is to use regular expressions to find dependent instructions, but the disadvantage is that comments, multiline comments, and so on may not be recognized, but the actual use is fine.

Code private static string [] GetDependencies (string assetPath)

{

If (assetPath.EndsWith (".shader"))

{

Var result = new List ()

GetShaderDependencies (assetPath, result)

Return result.ToArray ()

}

Return AssetDatabase.GetDependencies (assetPath)

}

Private static readonly string [] ShaderDepedencyPatterns =

{

/ / Dependency "Tree0" = "Hidden/TerrainEngine/BillboardTree"

@ "Dependency\ s +". *\ "\ s =\ s +" (. *) ""

/ / Fallback "Diffuse"

@ "Fallback\ s +" (. *) ""

}

Private static void GetShaderDependencies (string assetPath, List result, bool recursive = true)

{

Var text = File.ReadAllText (assetPath)

For (int I = 0; I < ShaderDepedencyPatterns.Length; iTunes +)

{

Var matches = Regex.Matches (text, ShaderDepedencyPatterns [I], RegexOptions.Multiline)

For (int j = 0; j < matches.Count; jacks +)

{

If (! matches [j] .success)

{

Continue

}

String shaderName = matches [j] .groups [1] .value

If (result.Contains (shaderName))

{

Continue

}

Var shader = Shader.Find (shaderName)

If (shader = = null)

{

Continue

}

String shaderPath = AssetDatabase.GetAssetPath (shader)

Result.Add (shaderPath)

If (recursive)

{

GetShaderDependencies (shaderPath, result, true)

}

}

}

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