using System.Diagnostics.CodeAnalysis; using UnityEngine; namespace UnityEditor.Rendering { class SRPDisabledComputeShaderVariantStripper : IComputeShaderVariantStripper { public bool active => !CoreBuildData.instance.buildingPlayerForRenderPipeline; public bool CanRemoveVariant([DisallowNull] ComputeShader shader, string _, ShaderCompilerData __) => CoreBuildData.instance.computeShaderCache.ContainsKey(shader.GetInstanceID()); } }