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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace VRC.SDKBase.Validation
{
public static class ShaderValidation
{
public static IEnumerable<Shader> FindIllegalShaders(GameObject target, string[] whitelist)
{
List<Shader> illegalShaders = new List<Shader>();
IEnumerator seeker = FindIllegalShadersEnumerator(target, whitelist, (c) => illegalShaders.Add(c));
while(seeker.MoveNext())
{
}
return illegalShaders;
}
private static IEnumerator FindIllegalShadersEnumerator(GameObject target, string[] whitelist, System.Action<Shader> onFound, bool useWatch = false)
{
System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch();
if(useWatch)
{
watch.Start();
}
List<Material> materialCache = new List<Material>();
Queue<GameObject> children = new Queue<GameObject>();
children.Enqueue(target.gameObject);
while(children.Count > 0)
{
GameObject child = children.Dequeue();
if(child == null)
{
continue;
}
for(int idx = 0; idx < child.transform.childCount; ++idx)
{
children.Enqueue(child.transform.GetChild(idx).gameObject);
}
foreach(Renderer childRenderers in child.transform.GetComponents<Renderer>())
{
if(childRenderers == null)
{
continue;
}
foreach(Material sharedMaterial in childRenderers.sharedMaterials)
{
if(materialCache.Any(cacheMtl => sharedMaterial == cacheMtl)) // did we already look at this one?
{
continue;
}
// Skip empty material slots, or materials without shaders.
// Both will end up using the magenta error shader.
if(sharedMaterial == null || sharedMaterial.shader == null)
{
continue;
}
if(whitelist.All(okayShaderName => sharedMaterial.shader.name != okayShaderName))
{
onFound(sharedMaterial.shader);
yield return null;
}
materialCache.Add(sharedMaterial);
}
if(!useWatch || watch.ElapsedMilliseconds <= 1)
{
continue;
}
yield return null;
watch.Reset();
}
}
}
}
}
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