1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
|
// Original ShaderKeywordsUtility by ScruffyRules#0879
// Thank you to Xiexe and all that tested!
// Licensed under the MIT License (see https://vrchat.com/legal/attribution)
#if UNITY_EDITOR
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
public class ShaderKeywordsUtility : EditorWindow
{
private static Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, Dictionary<Material, bool>> avatars = new Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, Dictionary<Material, bool>>();
private Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, bool> avatarsOpened = new Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, bool>();
private Vector2 scrollPos;
private static GUIStyle titleGuiStyle;
public static HashSet<string> keywordBlacklist = new HashSet<string>(new string[]
{
// Unity Keywords, these don't matter at all. (They should be loaded)
// All Keywords that are in Standard Unity Shaders
"_ALPHABLEND_ON",
"_ALPHAMODULATE_ON",
"_ALPHAPREMULTIPLY_ON",
"_ALPHATEST_ON",
"_COLORADDSUBDIFF_ON",
"_COLORCOLOR_ON",
"_COLOROVERLAY_ON",
"_DETAIL_MULX2",
"_EMISSION",
"_FADING_ON",
"_GLOSSYREFLECTIONS_OFF",
"_GLOSSYREFLECTIONS_OFF",
"_MAPPING_6_FRAMES_LAYOUT",
"_METALLICGLOSSMAP",
"_NORMALMAP",
"_PARALLAXMAP",
"_REQUIRE_UV2",
"_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A",
"_SPECGLOSSMAP",
"_SPECULARHIGHLIGHTS_OFF",
"_SPECULARHIGHLIGHTS_OFF",
"_SUNDISK_HIGH_QUALITY",
"_SUNDISK_NONE",
"_SUNDISK_SIMPLE",
"_TERRAIN_NORMAL_MAP",
"BILLBOARD_FACE_CAMERA_POS",
"EFFECT_BUMP",
"EFFECT_HUE_VARIATION",
"ETC1_EXTERNAL_ALPHA",
"GEOM_TYPE_BRANCH",
"GEOM_TYPE_BRANCH_DETAIL",
"GEOM_TYPE_FROND",
"GEOM_TYPE_LEAF",
"GEOM_TYPE_MESH",
"LOD_FADE_CROSSFADE",
"PIXELSNAP_ON",
"SOFTPARTICLES_ON",
"STEREO_INSTANCING_ON",
"STEREO_MULTIVIEW_ON",
"UNITY_HDR_ON",
"UNITY_SINGLE_PASS_STEREO",
"UNITY_UI_ALPHACLIP",
"UNITY_UI_CLIP_RECT",
// Post Processing Stack V1 and V2
// This is mostly just safe keeping somewhere
"FOG_OFF",
"FOG_LINEAR",
"FOG_EXP",
"FOG_EXP2",
"ANTI_FLICKER",
"UNITY_COLORSPACE_GAMMA",
"SOURCE_GBUFFER",
"AUTO_KEY_VALUE",
"GRAIN",
"DITHERING",
"TONEMAPPING_NEUTRAL",
"TONEMAPPING_FILMIC",
"CHROMATIC_ABERRATION",
"DEPTH_OF_FIELD",
"DEPTH_OF_FIELD_COC_VIEW",
"BLOOM",
"BLOOM_LENS_DIRT",
"COLOR_GRADING",
"COLOR_GRADING_LOG_VIEW",
"USER_LUT",
"VIGNETTE_CLASSIC",
"VIGNETTE_MASKED",
"FXAA",
"FXAA_LOW",
"FXAA_KEEP_ALPHA",
"STEREO_INSTANCING_ENABLED",
"STEREO_DOUBLEWIDE_TARGET",
"TONEMAPPING_ACES",
"TONEMAPPING_CUSTOM",
"APPLY_FORWARD_FOG",
"DISTORT",
"CHROMATIC_ABERRATION_LOW",
"BLOOM_LOW",
"VIGNETTE",
"FINALPASS",
"COLOR_GRADING_HDR_3D",
"COLOR_GRADING_HDR",
"AUTO_EXPOSURE"
});
const string keywordDescription = "Unity has a global limit of 256 keywords. A lot (~60) are used internally by Unity.\n\nAny new keyword you encounter goes onto a global list, and will stay until you restart the client.\n\nKeywords are used to create compile time branches and remove code, to optimize a shader, however, because of the 256 keyword limit, using them in VRChat can cause other shaders which use keywords to break, as once you hit the limit, any new keyword will get ignored.\n\nIt's best in the confines of VRChat to stay away from using custom keywords if possible, as not to cause issues with (your) shaders breaking.\n\nFor the full list of internal keywords, see 'ShaderKeywordsUtility.cs'";
private static bool avatarsDirty = true;
private int loadedScenes = 0;
[MenuItem("VRChat SDK/Utilities/Avatar Shader Keywords Utility", false, 990)]
static void Init()
{
ShaderKeywordsUtility window = EditorWindow.GetWindow<ShaderKeywordsUtility>();
window.titleContent = new GUIContent("Shader Keywords Utility");
window.minSize = new Vector2(325, 410);
window.Show();
titleGuiStyle = new GUIStyle
{
fontSize = 15,
fontStyle = FontStyle.BoldAndItalic,
alignment = TextAnchor.MiddleCenter,
wordWrap = true
};
if (EditorGUIUtility.isProSkin)
titleGuiStyle.normal.textColor = Color.white;
else
titleGuiStyle.normal.textColor = Color.black;
}
public static List<VRC.SDKBase.VRC_AvatarDescriptor> getADescs()
{
List<GameObject> GOs = new List<GameObject>();
for (int i = 0; i < UnityEditor.SceneManagement.EditorSceneManager.sceneCount; i++)
{
Scene scene = UnityEditor.SceneManagement.EditorSceneManager.GetSceneAt(i);
if (scene.isLoaded)
{
GameObject[] GOs2 = scene.GetRootGameObjects();
foreach (GameObject go in GOs2)
{
GOs.Add(go);
}
}
}
List<VRC.SDKBase.VRC_AvatarDescriptor> descriptors = new List<VRC.SDKBase.VRC_AvatarDescriptor>();
foreach (GameObject go in GOs)
{
var vrcdescs = go.GetComponentsInChildren<VRC.SDKBase.VRC_AvatarDescriptor>(true);
foreach (VRC.SDKBase.VRC_AvatarDescriptor vrcdesc in vrcdescs)
{
descriptors.Add(vrcdesc);
}
}
return descriptors;
}
public static bool DetectCustomShaderKeywords(VRC.SDKBase.VRC_AvatarDescriptor ad)
{
foreach (Renderer renderer in ad.transform.GetComponentsInChildren<Renderer>(true))
{
foreach (Material mat in renderer.sharedMaterials)
{
if (mat != null)
{
foreach (string keyword in mat.shaderKeywords)
{
if (!keywordBlacklist.Contains(keyword))
return true;
}
}
}
}
return false;
}
void OnGUI()
{
GUILayout.Space(10);
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUILayout.Label("Shader Keywords Utility", titleGuiStyle);
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
GUILayout.Space(15);
bool showHelp = EditorPrefs.GetBool("VRCSDK_ShowShaderKeywordsHelp", true);
if (showHelp)
{
GUILayout.Label(keywordDescription, EditorStyles.helpBox, GUILayout.ExpandWidth(true));
GUILayout.Space(15);
}
int _loadedScenes = 0;
for (int i = 0; i < UnityEditor.SceneManagement.EditorSceneManager.sceneCount; i++)
{
Scene scene = UnityEditor.SceneManagement.EditorSceneManager.GetSceneAt(i);
if (scene.isLoaded)
_loadedScenes += 1;
}
if (_loadedScenes != loadedScenes)
{
// Debug.Log("Loaded Scenes changed");
loadedScenes = _loadedScenes;
avatarsDirty = true;
}
GUILayout.BeginHorizontal();
if (GUILayout.Button("Refresh Avatars", GUILayout.ExpandWidth(false)))
avatarsDirty = true;
GUILayout.FlexibleSpace();
if (GUILayout.Button((showHelp ? "Hide" : "Show") + " Info about Keywords"))
{
showHelp = !showHelp;
EditorPrefs.SetBool("VRCSDK_ShowShaderKeywordsHelp", showHelp);
}
GUILayout.EndHorizontal();
GUILayout.Space(5);
scrollPos = EditorGUILayout.BeginScrollView(scrollPos, false, false);
ListAvatars();
EditorGUILayout.EndScrollView();
}
void ListAvatars()
{
if (avatarsDirty)
CacheAvatars();
Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, Dictionary<Material, bool>> avatarsE = new Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, Dictionary<Material, bool>>(avatars);
foreach (VRC.SDKBase.VRC_AvatarDescriptor vrcAD in avatarsE.Keys)
{
List<string> keywords = new List<string>();
foreach (Material mat in avatars[vrcAD].Keys)
{
foreach (string keyword in mat.shaderKeywords)
{
if (!keywords.Contains(keyword) && !keywordBlacklist.Contains(keyword))
keywords.Add(keyword);
}
}
if (keywords.Count == 0)
{
avatars.Remove(vrcAD);
avatarsOpened.Remove(vrcAD);
continue;
}
GUILayout.BeginHorizontal();
bool avatarOpened = avatarsOpened[vrcAD];
avatarOpened = EditorGUILayout.ToggleLeft("", avatarOpened, GUILayout.MaxWidth(15f));
avatarsOpened[vrcAD] = avatarOpened;
EditorGUILayout.ObjectField(vrcAD, typeof(VRC.SDKBase.VRC_AvatarDescriptor), true);
GUILayout.EndHorizontal();
if (avatarOpened)
{
GUILayout.BeginHorizontal();
GUILayout.Space(23.0879f);
GUILayout.Label("Total Custom Keywords on Avatar: " + keywords.Count);
GUILayout.EndHorizontal();
Dictionary<Material, bool> materials = new Dictionary<Material, bool>(avatars[vrcAD]);
foreach (KeyValuePair<Material, bool> matKeyVal in materials)
{
Material material = matKeyVal.Key;
bool materialOpened = matKeyVal.Value;
GUILayout.BeginHorizontal();
GUILayout.Space(23.0879f);
materialOpened = EditorGUILayout.ToggleLeft("", materialOpened, GUILayout.MaxWidth(15f));
avatars[vrcAD][material] = materialOpened;
EditorGUILayout.ObjectField(material, typeof(Material), false);
GUILayout.EndHorizontal();
if (materialOpened)
{
GUILayout.BeginHorizontal();
GUILayout.Space(23.0879f * 2f);
if (GUILayout.Button("Delete ALL Keywords on this Material"))
{
if (EditorUtility.DisplayDialog("Delete All Keywords on this Material", "Are you sure you want to delete all Shader Keywords on this material?\nSome shaders might use these!", "Yes", "No"))
{
foreach (string keyword in material.shaderKeywords)
{
if (!keywordBlacklist.Contains(keyword))
material.DisableKeyword(keyword);
}
avatars[vrcAD].Remove(material);
}
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Space(23.0879f * 2f);
GUILayout.Label("Keywords", EditorStyles.boldLabel);
GUILayout.EndHorizontal();
int keywordsCount = 0;
foreach (string keyword in material.shaderKeywords)
{
if (!keywordBlacklist.Contains(keyword))
{
keywordsCount++;
GUILayout.BeginHorizontal();
GUILayout.Space(23.0879f * 2f);
GUILayout.Label(keyword);
if (GUILayout.Button("Delete", GUILayout.ExpandWidth(false)))
material.DisableKeyword(keyword);
GUILayout.EndHorizontal();
}
}
if (keywordsCount == 0)
avatars[vrcAD].Remove(material);
}
}
GUILayout.Space(2f);
}
}
}
void CacheAvatars()
{
//Debug.Log("Caching avatars");
avatars = new Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, Dictionary<Material, bool>>();
List<VRC.SDKBase.VRC_AvatarDescriptor> avatarDescriptors = getADescs();
foreach (VRC.SDKBase.VRC_AvatarDescriptor aD in avatarDescriptors)
{
if (!avatars.ContainsKey(aD))
avatars.Add(aD, new Dictionary<Material, bool>());
if (!avatarsOpened.ContainsKey(aD))
avatarsOpened.Add(aD, false);
foreach (Renderer renderer in aD.transform.GetComponentsInChildren<Renderer>(true))
{
foreach (Material mat in renderer.sharedMaterials)
{
if (mat != null)
{
if (!avatars[aD].ContainsKey(mat))
{
foreach (string keyword in mat.shaderKeywords)
{
if (!keywordBlacklist.Contains(keyword))
{
avatars[aD].Add(mat, false);
break;
}
}
}
}
}
}
if (avatars[aD].Count == 0)
{
avatars.Remove(aD);
avatarsOpened.Remove(aD);
}
}
// prevent leaking
Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, bool> avatarsOpenedE = new Dictionary<VRC.SDKBase.VRC_AvatarDescriptor, bool>();
foreach (VRC.SDKBase.VRC_AvatarDescriptor aO in avatarsOpenedE.Keys)
{
if (!avatarDescriptors.Contains(aO))
avatarsOpened.Remove(aO);
}
avatarsDirty = false;
}
}
#endif
|