Update ShaderVariantCollector
parent
706e8601a3
commit
188957ee91
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@ -10,103 +10,31 @@ namespace YooAsset.Editor
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{
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public static class ShaderVariantCollectionHelper
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{
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[Serializable]
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public class ShaderVariantWrapper
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public static void ClearCurrentShaderVariantCollection()
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{
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/// <summary>
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/// Shader asset path in editor.
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/// </summary>
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public string AssetPath;
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/// <summary>
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/// Shader name.
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/// </summary>
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public string ShaderName;
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/// <summary>
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/// Pass type to use in this variant.
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/// </summary>
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public PassType PassType;
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/// <summary>
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/// Array of shader keywords to use in this variant.
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/// </summary>
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public string[] Keywords;
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public ShaderVariantWrapper(string assetPath, string shaderName, PassType passType, params string[] keywords)
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{
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AssetPath = assetPath;
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ShaderName = shaderName;
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PassType = passType;
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Keywords = keywords;
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}
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EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "ClearCurrentShaderVariantCollection");
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}
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public static void SaveCurrentShaderVariantCollection(string savePath)
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{
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EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "SaveCurrentShaderVariantCollection", savePath);
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}
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public static int GetCurrentShaderVariantCollectionShaderCount()
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{
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return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionShaderCount");
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}
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public static int GetCurrentShaderVariantCollectionVariantCount()
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{
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return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionVariantCount");
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}
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[Serializable]
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public class ShaderVariantCollectionWrapper
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/// <summary>
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/// 获取着色器的变种总数量
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/// </summary>
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public static string GetShaderVariantCount(string assetPath)
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{
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/// <summary>
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/// Number of shaders in this collection
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/// </summary>
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public int ShaderCount;
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/// <summary>
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/// Number of total varians in this collection
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/// </summary>
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public int VariantCount;
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/// <summary>
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/// Shader variants list.
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/// </summary>
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public List<ShaderVariantWrapper> ShaderVariants = new List<ShaderVariantWrapper>(1000);
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public void Add(ShaderVariantWrapper variant)
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{
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ShaderVariants.Add(variant);
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}
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}
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public static ShaderVariantCollectionWrapper Extract(ShaderVariantCollection svc)
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{
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var result = new ShaderVariantCollectionWrapper();
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using (var so = new SerializedObject(svc))
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{
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var shaderArray = so.FindProperty("m_Shaders.Array");
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if (shaderArray != null && shaderArray.isArray)
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{
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for (int i = 0; i < shaderArray.arraySize; ++i)
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{
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var shaderRef = shaderArray.FindPropertyRelative($"data[{i}].first");
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var shaderVariantsArray = shaderArray.FindPropertyRelative($"data[{i}].second.variants");
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if (shaderRef != null && shaderRef.propertyType == SerializedPropertyType.ObjectReference && shaderVariantsArray != null && shaderVariantsArray.isArray)
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{
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var shader = shaderRef.objectReferenceValue as Shader;
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if (shader == null)
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{
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throw new Exception("Invalid shader in ShaderVariantCollection file.");
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}
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string shaderAssetPath = AssetDatabase.GetAssetPath(shader);
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string shaderName = shader.name;
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// 添加变种信息
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for (int j = 0; j < shaderVariantsArray.arraySize; ++j)
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{
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var propKeywords = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].keywords");
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var propPassType = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].passType");
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if (propKeywords != null && propPassType != null && propKeywords.propertyType == SerializedPropertyType.String)
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{
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string[] keywords = propKeywords.stringValue.Split(' ');
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PassType pathType = (PassType)propPassType.intValue;
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result.Add(new ShaderVariantWrapper(shaderAssetPath, shaderName, pathType, keywords));
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}
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}
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}
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}
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}
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}
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return result;
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Shader shader = AssetDatabase.LoadAssetAtPath<Shader>(assetPath);
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var variantCount = EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetVariantCount", shader, true);
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return variantCount.ToString();
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}
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}
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}
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@ -0,0 +1,145 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEditor;
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namespace YooAsset.Editor
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{
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public static class ShaderVariantCollectionReadme
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{
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[Serializable]
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public class ShaderVariantElement
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{
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/// <summary>
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/// Pass type to use in this variant.
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/// </summary>
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public PassType PassType;
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/// <summary>
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/// Array of shader keywords to use in this variant.
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/// </summary>
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public string[] Keywords;
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}
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[Serializable]
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public class ShaderVariantInfo
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{
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/// <summary>
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/// Shader asset path in editor.
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/// </summary>
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public string AssetPath;
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/// <summary>
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/// Shader name.
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/// </summary>
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public string ShaderName;
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/// <summary>
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/// Shader variants elements list.
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/// </summary>
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public List<ShaderVariantElement> ShaderVariantElements = new List<ShaderVariantElement>(1000);
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}
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[Serializable]
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public class ShaderVariantCollectionManifest
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{
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/// <summary>
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/// Number of shaders in this collection
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/// </summary>
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public int ShaderTotalCount;
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/// <summary>
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/// Number of total varians in this collection
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/// </summary>
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public int VariantTotalCount;
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/// <summary>
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/// Shader variants info list.
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/// </summary>
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public List<ShaderVariantInfo> ShaderVariantInfos = new List<ShaderVariantInfo>(1000);
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/// <summary>
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/// 添加着色器变种信息
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/// </summary>
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public void AddShaderVariant(string assetPath, string shaderName, PassType passType, string[] keywords)
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{
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var info = GetOrCreateShaderVariantInfo(assetPath, shaderName);
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ShaderVariantElement element = new ShaderVariantElement();
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element.PassType = passType;
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element.Keywords = keywords;
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info.ShaderVariantElements.Add(element);
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}
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private ShaderVariantInfo GetOrCreateShaderVariantInfo(string assetPath, string shaderName)
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{
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var selectList = ShaderVariantInfos.Where(t => t.ShaderName == shaderName && t.AssetPath == assetPath).ToList();
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if (selectList.Count == 0)
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{
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ShaderVariantInfo newInfo = new ShaderVariantInfo();
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newInfo.AssetPath = assetPath;
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newInfo.ShaderName = shaderName;
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ShaderVariantInfos.Add(newInfo);
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return newInfo;
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}
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if (selectList.Count != 1)
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throw new Exception("Should never get here !");
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return selectList[0];
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}
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}
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/// <summary>
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/// 解析SVC文件并将数据写入到清单
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/// </summary>
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public static ShaderVariantCollectionManifest Extract(ShaderVariantCollection svc)
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{
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var manifest = new ShaderVariantCollectionManifest();
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manifest.ShaderTotalCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionShaderCount();
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manifest.VariantTotalCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionVariantCount();
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using (var so = new SerializedObject(svc))
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{
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var shaderArray = so.FindProperty("m_Shaders.Array");
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if (shaderArray != null && shaderArray.isArray)
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{
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for (int i = 0; i < shaderArray.arraySize; ++i)
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{
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var shaderRef = shaderArray.FindPropertyRelative($"data[{i}].first");
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var shaderVariantsArray = shaderArray.FindPropertyRelative($"data[{i}].second.variants");
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if (shaderRef != null && shaderRef.propertyType == SerializedPropertyType.ObjectReference && shaderVariantsArray != null && shaderVariantsArray.isArray)
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{
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var shader = shaderRef.objectReferenceValue as Shader;
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if (shader == null)
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{
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throw new Exception("Invalid shader in ShaderVariantCollection file.");
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}
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string shaderAssetPath = AssetDatabase.GetAssetPath(shader);
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string shaderName = shader.name;
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// 添加变种信息
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for (int j = 0; j < shaderVariantsArray.arraySize; ++j)
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{
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var propKeywords = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].keywords");
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var propPassType = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].passType");
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if (propKeywords != null && propPassType != null && propKeywords.propertyType == SerializedPropertyType.String)
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{
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string[] keywords = propKeywords.stringValue.Split(' ');
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PassType pathType = (PassType)propPassType.intValue;
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manifest.AddShaderVariant(shaderAssetPath, shaderName, pathType, keywords);
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}
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}
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}
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}
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}
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}
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return manifest;
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 97098b04691f5c046ac4829f1d72f425
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -28,7 +28,7 @@ namespace YooAsset.Editor
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EditorApplication.update -= EditorUpdate;
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// 保存结果
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SaveCurrentShaderVariantCollection();
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ShaderVariantCollectionHelper.SaveCurrentShaderVariantCollection(_saveFilePath);
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// 创建说明文件
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CreateReadme();
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@ -61,7 +61,7 @@ namespace YooAsset.Editor
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EditorTools.FocusUnityGameWindow();
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// 清空旧数据
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ClearCurrentShaderVariantCollection();
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ShaderVariantCollectionHelper.ClearCurrentShaderVariantCollection();
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// 创建临时测试场景
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CreateTemperScene();
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@ -181,7 +181,6 @@ namespace YooAsset.Editor
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go.transform.position = position;
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go.name = $"Sphere_{index}|{material.name}";
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}
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private static void CreateReadme()
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{
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
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@ -189,29 +188,13 @@ namespace YooAsset.Editor
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ShaderVariantCollection svc = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(_saveFilePath);
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if (svc != null)
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{
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var wrapper = ShaderVariantCollectionHelper.Extract(svc);
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var wrapper = ShaderVariantCollectionReadme.Extract(svc);
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string jsonContents = JsonUtility.ToJson(wrapper, true);
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string savePath = _saveFilePath.Replace(".shadervariants", "_Readme.json");
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string savePath = _saveFilePath.Replace(".shadervariants", "Manifest.json");
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File.WriteAllText(savePath, jsonContents);
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}
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
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}
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private static void ClearCurrentShaderVariantCollection()
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{
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EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "ClearCurrentShaderVariantCollection");
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}
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private static void SaveCurrentShaderVariantCollection()
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{
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EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "SaveCurrentShaderVariantCollection", _saveFilePath);
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}
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public static int GetCurrentShaderVariantCollectionShaderCount()
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{
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return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionShaderCount");
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}
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public static int GetCurrentShaderVariantCollectionVariantCount()
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{
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return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionVariantCount");
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}
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}
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}
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@ -25,8 +25,8 @@ namespace YooAsset.Editor
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EditorGUILayout.Space();
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ShaderVariantCollectorSettingData.Setting.SavePath = EditorGUILayout.TextField("收集文件保存路径", ShaderVariantCollectorSettingData.Setting.SavePath);
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int currentShaderCount = ShaderVariantCollector.GetCurrentShaderVariantCollectionShaderCount();
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int currentVariantCount = ShaderVariantCollector.GetCurrentShaderVariantCollectionVariantCount();
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int currentShaderCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionShaderCount();
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int currentVariantCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionVariantCount();
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EditorGUILayout.LabelField($"CurrentShaderCount : {currentShaderCount}");
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EditorGUILayout.LabelField($"CurrentVariantCount : {currentVariantCount}");
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