ProjectDDD/Assets/Plugins/AllIn1SpriteShader/Scripts/Editor/RenderPipelineChecker.cs

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//////////////////////////////////////////////////////
// Shader Packager
// Copyright (c) Jason Booth
//////////////////////////////////////////////////////
using System;
using System.Linq;
using System.Reflection;
using System.Collections.Generic;
using UnityEditor;
#if UNITY_2019_3_OR_NEWER
// installs defines for render pipelines, so we can #if USING_HDRP and do stuff. Can't believe Unity doesn't provide this crap, they
// really go out of their way to make it hard to work across pipelines.
public static class RenderPipelineChecker
{
private const string HDRP_PACKAGE = "HDRenderPipelineAsset";
private const string URP_PACKAGE = "UniversalRenderPipelineAsset";
public static bool IsHDRP
{
get; private set;
}
public static bool IsURP
{
get; private set;
}
public static bool IsStandardRP
{
get; private set;
}
public static void RefreshData()
{
IsHDRP = DoesTypeExist(HDRP_PACKAGE);
IsURP = DoesTypeExist(URP_PACKAGE);
if (!(IsHDRP || IsURP))
{
IsStandardRP = true;
}
}
public static bool DoesTypeExist(string className)
{
var foundType = (from assembly in AppDomain.CurrentDomain.GetAssemblies()
from type in GetTypesSafe(assembly)
where type.Name == className
select type).FirstOrDefault();
return foundType != null;
}
public static IEnumerable<Type> GetTypesSafe(System.Reflection.Assembly assembly)
{
Type[] types;
try
{
types = assembly.GetTypes();
}
catch (ReflectionTypeLoadException e)
{
types = e.Types;
}
return types.Where(x => x != null);
}
}
#endif