Add VRChat and GitHub packages to Unity project
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace VRCSDK2.Validation
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{
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public static class ShaderValidation
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{
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public static IEnumerable<Shader> FindIllegalShaders(GameObject target, string[] whitelist)
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{
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List<Shader> illegalShaders = new List<Shader>();
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IEnumerator seeker = FindIllegalShadersEnumerator(target, whitelist, (c) => illegalShaders.Add(c));
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while(seeker.MoveNext())
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{
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}
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return illegalShaders;
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}
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private static IEnumerator FindIllegalShadersEnumerator(GameObject target, string[] whitelist, System.Action<Shader> onFound, bool useWatch = false)
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{
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System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch();
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if(useWatch)
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{
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watch.Start();
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}
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List<Material> materialCache = new List<Material>();
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Queue<GameObject> children = new Queue<GameObject>();
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children.Enqueue(target.gameObject);
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while(children.Count > 0)
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{
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GameObject child = children.Dequeue();
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if(child == null)
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{
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continue;
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}
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for(int idx = 0; idx < child.transform.childCount; ++idx)
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{
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children.Enqueue(child.transform.GetChild(idx).gameObject);
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}
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foreach(Renderer childRenderers in child.transform.GetComponents<Renderer>())
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{
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if(childRenderers == null)
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{
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continue;
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}
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foreach(Material sharedMaterial in childRenderers.sharedMaterials)
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{
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if(materialCache.Any(cacheMtl => sharedMaterial == cacheMtl)) // did we already look at this one?
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{
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continue;
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}
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// Skip empty material slots, or materials without shaders.
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// Both will end up using the magenta error shader.
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if(sharedMaterial == null || sharedMaterial.shader == null)
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{
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continue;
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}
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if(whitelist.All(okayShaderName => sharedMaterial.shader.name != okayShaderName))
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{
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onFound(sharedMaterial.shader);
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yield return null;
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}
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materialCache.Add(sharedMaterial);
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}
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if(!useWatch || watch.ElapsedMilliseconds <= 1)
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{
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continue;
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}
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yield return null;
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watch.Reset();
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}
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}
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}
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}
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}
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