< Summary

Class:DCL.Helpers.SRPBatchingHelper
Assembly:SRPBatchingHelper
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/Helpers/MaterialHelpers/SRPBatchingHelper/SRPBatchingHelper.cs
Covered lines:33
Uncovered lines:2
Coverable lines:35
Total lines:75
Line coverage:94.2% (33 of 35)
Covered branches:0
Total branches:0

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
SRPBatchingHelper()0%110100%
OptimizeMaterial(...)0%10.0210094.12%

File(s)

/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/Helpers/MaterialHelpers/SRPBatchingHelper/SRPBatchingHelper.cs

#LineLine coverage
 1using System.Collections.Generic;
 2using System.Linq;
 3using UnityEngine;
 4
 5namespace DCL.Helpers
 6{
 7    public static class SRPBatchingHelper
 8    {
 9        public static System.Action<Material> OnMaterialProcess;
 110        static Dictionary<int, int> crcToQueue = new Dictionary<int, int>();
 11
 12        public static void OptimizeMaterial(Material material)
 13        {
 14            //NOTE(Brian): Just enable these keywords so the SRP batcher batches more stuff.
 41515            material.EnableKeyword("_EMISSION");
 41516            material.EnableKeyword("_NORMALMAP");
 17
 41518            if (!material.IsKeywordEnabled("_ALPHATEST_ON") && material.HasProperty(ShaderUtils.Cutoff))
 20419                material.SetFloat(ShaderUtils.Cutoff, 0);
 20
 41521            material.EnableKeyword("_ALPHATEST_ON");
 41522            material.DisableKeyword("_ALPHABLEND_ON");
 41523            material.DisableKeyword("_ENVIRONMENTREFLECTIONS_OFF");
 41524            material.DisableKeyword("_SPECULARHIGHLIGHTS_OFF");
 41525            material.DisableKeyword("VERTEX_COLOR_ON");
 26
 41527            material.enableInstancing = false;
 28
 41529            if (material.HasProperty(ShaderUtils.ZWrite))
 30            {
 40331                int zWrite = (int) material.GetFloat(ShaderUtils.ZWrite);
 32
 33                //NOTE(Brian): for transparent meshes skip further variant optimization.
 34                //             Transparency needs clip space z sorting to be displayed correctly.
 40335                if (zWrite == 0)
 36                {
 5937                    material.SetInt("_Surface", 1);
 5938                    material.DisableKeyword("_SCREEN_SPACE_OCCLUSION");
 5939                    material.SetShaderPassEnabled("DepthNormals", false);
 5940                    material.renderQueue = (int) UnityEngine.Rendering.RenderQueue.Transparent;
 5941                    OnMaterialProcess?.Invoke(material);
 042                    return;
 43                }
 44            }
 45
 35646            material.SetInt("_Surface", 0);
 47
 35648            int cullMode = (int) UnityEngine.Rendering.CullMode.Off;
 49
 35650            if (material.HasProperty(ShaderUtils.Cull))
 51            {
 34452                cullMode = 2 - (int) material.GetFloat(ShaderUtils.Cull);
 53            }
 54
 55            int baseQueue;
 56
 35657            if (material.renderQueue == (int) UnityEngine.Rendering.RenderQueue.AlphaTest)
 3358                baseQueue = (int) UnityEngine.Rendering.RenderQueue.Geometry + 600;
 59            else
 32360                baseQueue = (int) UnityEngine.Rendering.RenderQueue.Geometry;
 61
 62            //NOTE(Brian): This guarantees grouping calls by same shader keywords. Needed to take advantage of SRP batch
 35663            string appendedKeywords = material.shader.name + string.Join("", material.shaderKeywords);
 35664            int crc = Shader.PropertyToID(appendedKeywords);
 65
 35666            if (!crcToQueue.ContainsKey(crc))
 567                crcToQueue.Add(crc, crcToQueue.Count + 1);
 68
 69            //NOTE(Brian): we use 0, 100, 200 to group calls by culling mode (must group them or batches will break).
 35670            int queueOffset = (cullMode + 1) * 150;
 35671            material.renderQueue = baseQueue + crcToQueue[crc] + queueOffset;
 35672            OnMaterialProcess?.Invoke(material);
 073        }
 74    }
 75}