﻿using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Rendering;
using UnityEngine;

public class StripPostProcessing : IPreprocessShaders
{
    public int callbackOrder => 0;

    public void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> data)
    {
        if(EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android)
        {
            return;
        }

        string shaderName = shader.name;
        if(string.IsNullOrEmpty(shaderName) || !shaderName.Contains("PostProcessing"))
        {
            return;
        }

        data.Clear();
    }
}
