mirror of https://github.com/tuyoogame/YooAsset
remove shader variant collector
parent
e02fe2331d
commit
0c7289bbc8
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@ -13,8 +13,7 @@ namespace YooAsset.Editor
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typeof(AssetBundleBuilderWindow),
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typeof(AssetBundleCollectorWindow),
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typeof(AssetBundleDebuggerWindow),
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typeof(AssetBundleReporterWindow),
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typeof(ShaderVariantCollectorWindow)
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typeof(AssetBundleReporterWindow)
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};
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#endif
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}
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@ -1,40 +0,0 @@
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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 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 ShaderVariantCollectionHelper
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{
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public static void ClearCurrentShaderVariantCollection()
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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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/// <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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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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@ -1,149 +0,0 @@
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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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[Serializable]
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public class ShaderVariantCollectionManifest
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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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/// 着色器资源路径.
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/// </summary>
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public string AssetPath;
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/// <summary>
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/// 着色器名称
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/// </summary>
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public string ShaderName;
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/// <summary>
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/// 着色器变种总数
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/// </summary>
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public int ShaderVariantCount = 0;
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/// <summary>
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/// 着色器变种列表
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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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/// <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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info.ShaderVariantCount++;
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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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/// <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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@ -1,258 +0,0 @@
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using System;
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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 System.IO;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using Debug = UnityEngine.Debug;
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namespace YooAsset.Editor
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{
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public static class ShaderVariantCollector
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{
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private enum ESteps
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{
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None,
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Prepare,
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CollectAllMaterial,
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CollectVariants,
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CollectSleeping,
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WaitingDone,
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}
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private const float WaitMilliseconds = 1000f;
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private const float SleepMilliseconds = 100f;
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private static string _savePath;
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private static string _packageName;
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private static int _processMaxNum;
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private static Action _completedCallback;
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private static ESteps _steps = ESteps.None;
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private static Stopwatch _elapsedTime;
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private static List<string> _allMaterials;
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private static List<GameObject> _allSpheres = new List<GameObject>(1000);
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/// <summary>
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/// 开始收集
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/// </summary>
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public static void Run(string savePath, string packageName, int processMaxNum, Action completedCallback)
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{
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if (_steps != ESteps.None)
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return;
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if (Path.HasExtension(savePath) == false)
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savePath = $"{savePath}.shadervariants";
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if (Path.GetExtension(savePath) != ".shadervariants")
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throw new System.Exception("Shader variant file extension is invalid.");
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if (string.IsNullOrEmpty(packageName))
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throw new System.Exception("Package name is null or empty !");
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// 注意:先删除再保存,否则ShaderVariantCollection内容将无法及时刷新
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AssetDatabase.DeleteAsset(savePath);
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EditorTools.CreateFileDirectory(savePath);
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_savePath = savePath;
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_packageName = packageName;
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_processMaxNum = processMaxNum;
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_completedCallback = completedCallback;
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// 聚焦到游戏窗口
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EditorTools.FocusUnityGameWindow();
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// 创建临时测试场景
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CreateTempScene();
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_steps = ESteps.Prepare;
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EditorApplication.update += EditorUpdate;
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}
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private static void EditorUpdate()
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{
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if (_steps == ESteps.None)
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return;
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if (_steps == ESteps.Prepare)
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{
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ShaderVariantCollectionHelper.ClearCurrentShaderVariantCollection();
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_steps = ESteps.CollectAllMaterial;
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return; //等待一帧
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}
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if (_steps == ESteps.CollectAllMaterial)
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{
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_allMaterials = GetAllMaterials();
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_steps = ESteps.CollectVariants;
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return; //等待一帧
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}
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if (_steps == ESteps.CollectVariants)
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{
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int count = Mathf.Min(_processMaxNum, _allMaterials.Count);
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List<string> range = _allMaterials.GetRange(0, count);
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_allMaterials.RemoveRange(0, count);
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CollectVariants(range);
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if (_allMaterials.Count > 0)
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{
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_elapsedTime = Stopwatch.StartNew();
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_steps = ESteps.CollectSleeping;
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}
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else
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{
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_elapsedTime = Stopwatch.StartNew();
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_steps = ESteps.WaitingDone;
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}
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}
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if (_steps == ESteps.CollectSleeping)
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{
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if (_elapsedTime.ElapsedMilliseconds > SleepMilliseconds)
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{
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DestroyAllSpheres();
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_elapsedTime.Stop();
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_steps = ESteps.CollectVariants;
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}
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}
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if (_steps == ESteps.WaitingDone)
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{
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// 注意:一定要延迟保存才会起效
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if (_elapsedTime.ElapsedMilliseconds > WaitMilliseconds)
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{
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_elapsedTime.Stop();
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_steps = ESteps.None;
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// 保存结果并创建清单
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ShaderVariantCollectionHelper.SaveCurrentShaderVariantCollection(_savePath);
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CreateManifest();
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Debug.Log($"搜集SVC完毕!");
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EditorApplication.update -= EditorUpdate;
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_completedCallback?.Invoke();
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}
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}
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}
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private static void CreateTempScene()
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{
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EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
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}
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private static List<string> GetAllMaterials()
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{
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int progressValue = 0;
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List<string> allAssets = new List<string>(1000);
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// 获取所有打包的资源
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CollectResult collectResult = AssetBundleCollectorSettingData.Setting.GetPackageAssets(EBuildMode.DryRunBuild, _packageName);
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foreach (var assetInfo in collectResult.CollectAssets)
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{
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string[] depends = AssetDatabase.GetDependencies(assetInfo.AssetPath, true);
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foreach (var dependAsset in depends)
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{
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if (allAssets.Contains(dependAsset) == false)
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allAssets.Add(dependAsset);
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}
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EditorTools.DisplayProgressBar("获取所有打包资源", ++progressValue, collectResult.CollectAssets.Count);
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}
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EditorTools.ClearProgressBar();
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// 搜集所有材质球
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progressValue = 0;
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List<string> allMaterial = new List<string>(1000);
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foreach (var assetPath in allAssets)
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{
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System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.Material))
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{
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allMaterial.Add(assetPath);
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}
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EditorTools.DisplayProgressBar("搜集所有材质球", ++progressValue, allAssets.Count);
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}
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EditorTools.ClearProgressBar();
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// 返回结果
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return allMaterial;
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}
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private static void CollectVariants(List<string> materials)
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{
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Camera camera = Camera.main;
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if (camera == null)
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throw new System.Exception("Not found main camera.");
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// 设置主相机
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float aspect = camera.aspect;
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int totalMaterials = materials.Count;
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float height = Mathf.Sqrt(totalMaterials / aspect) + 1;
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float width = Mathf.Sqrt(totalMaterials / aspect) * aspect + 1;
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float halfHeight = Mathf.CeilToInt(height / 2f);
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float halfWidth = Mathf.CeilToInt(width / 2f);
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camera.orthographic = true;
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camera.orthographicSize = halfHeight;
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camera.transform.position = new Vector3(0f, 0f, -10f);
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// 创建测试球体
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int xMax = (int)(width - 1);
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int x = 0, y = 0;
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int progressValue = 0;
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for (int i = 0; i < materials.Count; i++)
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{
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var material = materials[i];
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var position = new Vector3(x - halfWidth + 1f, y - halfHeight + 1f, 0f);
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var go = CreateSphere(material, position, i);
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if (go != null)
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_allSpheres.Add(go);
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if (x == xMax)
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{
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x = 0;
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y++;
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}
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else
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{
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x++;
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}
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EditorTools.DisplayProgressBar("照射所有材质球", ++progressValue, materials.Count);
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}
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EditorTools.ClearProgressBar();
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}
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private static GameObject CreateSphere(string assetPath, Vector3 position, int index)
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{
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var material = AssetDatabase.LoadAssetAtPath<Material>(assetPath);
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var shader = material.shader;
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if (shader == null)
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return null;
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var go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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go.GetComponent<Renderer>().sharedMaterial = material;
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go.transform.position = position;
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go.name = $"Sphere_{index} | {material.name}";
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return go;
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}
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private static void DestroyAllSpheres()
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{
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foreach(var go in _allSpheres)
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{
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GameObject.DestroyImmediate(go);
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}
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_allSpheres.Clear();
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// 尝试释放编辑器加载的资源
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EditorUtility.UnloadUnusedAssetsImmediate(true);
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}
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private static void CreateManifest()
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{
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
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ShaderVariantCollection svc = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(_savePath);
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if (svc != null)
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{
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var wrapper = ShaderVariantCollectionManifest.Extract(svc);
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string jsonData = JsonUtility.ToJson(wrapper, true);
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string savePath = _savePath.Replace(".shadervariants", ".json");
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File.WriteAllText(savePath, jsonData);
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}
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
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}
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}
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}
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@ -1,23 +0,0 @@
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using UnityEngine;
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namespace YooAsset.Editor
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{
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[CreateAssetMenu(fileName = "ShaderVariantCollectorSetting", menuName = "YooAsset/Create ShaderVariant Collector Settings")]
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public class ShaderVariantCollectorSetting : ScriptableObject
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{
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/// <summary>
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/// 文件存储路径
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/// </summary>
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public string SavePath = "Assets/MyShaderVariants.shadervariants";
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/// <summary>
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/// 收集的包裹名称
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/// </summary>
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public string CollectPackage = string.Empty;
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/// <summary>
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/// 容器值
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/// </summary>
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public int ProcessCapacity = 1000;
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}
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}
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@ -1,49 +0,0 @@
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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 UnityEngine;
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using UnityEditor;
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namespace YooAsset.Editor
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{
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public class ShaderVariantCollectorSettingData
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{
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private static ShaderVariantCollectorSetting _setting = null;
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public static ShaderVariantCollectorSetting Setting
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{
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get
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{
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if (_setting == null)
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LoadSettingData();
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return _setting;
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}
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}
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/// <summary>
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/// 配置数据是否被修改
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/// </summary>
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public static bool IsDirty { set; get; } = false;
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/// <summary>
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/// 加载配置文件
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/// </summary>
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||||
private static void LoadSettingData()
|
||||
{
|
||||
_setting = SettingLoader.LoadSettingData<ShaderVariantCollectorSetting>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 存储文件
|
||||
/// </summary>
|
||||
public static void SaveFile()
|
||||
{
|
||||
if (Setting != null)
|
||||
{
|
||||
IsDirty = false;
|
||||
EditorUtility.SetDirty(Setting);
|
||||
AssetDatabase.SaveAssets();
|
||||
Debug.Log($"{nameof(ShaderVariantCollectorSetting)}.asset is saved!");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b3043e89ff35bd346b268c0e8d460067
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,185 +0,0 @@
|
|||
#if UNITY_2019_4_OR_NEWER
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEditor.UIElements;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class ShaderVariantCollectorWindow : EditorWindow
|
||||
{
|
||||
[MenuItem("YooAsset/ShaderVariant Collector", false, 201)]
|
||||
public static void OpenWindow()
|
||||
{
|
||||
ShaderVariantCollectorWindow window = GetWindow<ShaderVariantCollectorWindow>("着色器变种收集工具", true, WindowsDefine.DockedWindowTypes);
|
||||
window.minSize = new Vector2(800, 600);
|
||||
}
|
||||
|
||||
private List<string> _packageNames;
|
||||
|
||||
private Button _saveButton;
|
||||
private Button _collectButton;
|
||||
private TextField _collectOutputField;
|
||||
private Label _currentShaderCountField;
|
||||
private Label _currentVariantCountField;
|
||||
private SliderInt _processCapacitySlider;
|
||||
private PopupField<string> _packageField;
|
||||
|
||||
public void CreateGUI()
|
||||
{
|
||||
try
|
||||
{
|
||||
VisualElement root = this.rootVisualElement;
|
||||
|
||||
// 加载布局文件
|
||||
var visualAsset = UxmlLoader.LoadWindowUXML<ShaderVariantCollectorWindow>();
|
||||
if (visualAsset == null)
|
||||
return;
|
||||
|
||||
visualAsset.CloneTree(root);
|
||||
|
||||
// 配置保存按钮
|
||||
_saveButton = root.Q<Button>("SaveButton");
|
||||
_saveButton.clicked += SaveBtn_clicked;
|
||||
|
||||
// 包裹名称列表
|
||||
_packageNames = GetBuildPackageNames();
|
||||
|
||||
// 文件输出目录
|
||||
_collectOutputField = root.Q<TextField>("CollectOutput");
|
||||
_collectOutputField.SetValueWithoutNotify(ShaderVariantCollectorSettingData.Setting.SavePath);
|
||||
_collectOutputField.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
ShaderVariantCollectorSettingData.IsDirty = true;
|
||||
ShaderVariantCollectorSettingData.Setting.SavePath = _collectOutputField.value;
|
||||
});
|
||||
|
||||
// 收集的包裹
|
||||
var packageContainer = root.Q("PackageContainer");
|
||||
if (_packageNames.Count > 0)
|
||||
{
|
||||
int defaultIndex = GetDefaultPackageIndex(ShaderVariantCollectorSettingData.Setting.CollectPackage);
|
||||
_packageField = new PopupField<string>(_packageNames, defaultIndex);
|
||||
_packageField.label = "Package";
|
||||
_packageField.style.width = 350;
|
||||
_packageField.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
ShaderVariantCollectorSettingData.IsDirty = true;
|
||||
ShaderVariantCollectorSettingData.Setting.CollectPackage = _packageField.value;
|
||||
});
|
||||
packageContainer.Add(_packageField);
|
||||
}
|
||||
else
|
||||
{
|
||||
_packageField = new PopupField<string>();
|
||||
_packageField.label = "Package";
|
||||
_packageField.style.width = 350;
|
||||
packageContainer.Add(_packageField);
|
||||
}
|
||||
|
||||
// 容器值
|
||||
_processCapacitySlider = root.Q<SliderInt>("ProcessCapacity");
|
||||
_processCapacitySlider.SetValueWithoutNotify(ShaderVariantCollectorSettingData.Setting.ProcessCapacity);
|
||||
#if !UNITY_2020_3_OR_NEWER
|
||||
_processCapacitySlider.label = $"Capacity ({_processCapacitySlider.value})";
|
||||
_processCapacitySlider.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
ShaderVariantCollectorSettingData.IsDirty = true;
|
||||
ShaderVariantCollectorSettingData.Setting.ProcessCapacity = _processCapacitySlider.value;
|
||||
_processCapacitySlider.label = $"Capacity ({_processCapacitySlider.value})";
|
||||
});
|
||||
#else
|
||||
_processCapacitySlider.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
ShaderVariantCollectorSettingData.IsDirty = true;
|
||||
ShaderVariantCollectorSettingData.Setting.ProcessCapacity = _processCapacitySlider.value;
|
||||
});
|
||||
#endif
|
||||
|
||||
_currentShaderCountField = root.Q<Label>("CurrentShaderCount");
|
||||
_currentVariantCountField = root.Q<Label>("CurrentVariantCount");
|
||||
|
||||
// 变种收集按钮
|
||||
_collectButton = root.Q<Button>("CollectButton");
|
||||
_collectButton.clicked += CollectButton_clicked;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError(e.ToString());
|
||||
}
|
||||
}
|
||||
public void OnDestroy()
|
||||
{
|
||||
if (ShaderVariantCollectorSettingData.IsDirty)
|
||||
ShaderVariantCollectorSettingData.SaveFile();
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
if (_saveButton != null)
|
||||
{
|
||||
if (ShaderVariantCollectorSettingData.IsDirty)
|
||||
{
|
||||
if (_saveButton.enabledSelf == false)
|
||||
_saveButton.SetEnabled(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_saveButton.enabledSelf)
|
||||
_saveButton.SetEnabled(false);
|
||||
}
|
||||
}
|
||||
|
||||
if (_currentShaderCountField != null)
|
||||
{
|
||||
int currentShaderCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionShaderCount();
|
||||
_currentShaderCountField.text = $"Current Shader Count : {currentShaderCount}";
|
||||
}
|
||||
|
||||
if (_currentVariantCountField != null)
|
||||
{
|
||||
int currentVariantCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionVariantCount();
|
||||
_currentVariantCountField.text = $"Current Variant Count : {currentVariantCount}";
|
||||
}
|
||||
}
|
||||
|
||||
private void SaveBtn_clicked()
|
||||
{
|
||||
ShaderVariantCollectorSettingData.SaveFile();
|
||||
}
|
||||
private void CollectButton_clicked()
|
||||
{
|
||||
string savePath = ShaderVariantCollectorSettingData.Setting.SavePath;
|
||||
string packageName = ShaderVariantCollectorSettingData.Setting.CollectPackage;
|
||||
int processCapacity = _processCapacitySlider.value;
|
||||
ShaderVariantCollector.Run(savePath, packageName, processCapacity, null);
|
||||
}
|
||||
|
||||
// 构建包裹相关
|
||||
private int GetDefaultPackageIndex(string packageName)
|
||||
{
|
||||
for (int index = 0; index < _packageNames.Count; index++)
|
||||
{
|
||||
if (_packageNames[index] == packageName)
|
||||
{
|
||||
return index;
|
||||
}
|
||||
}
|
||||
|
||||
ShaderVariantCollectorSettingData.Setting.CollectPackage = _packageNames[0];
|
||||
return 0;
|
||||
}
|
||||
private List<string> GetBuildPackageNames()
|
||||
{
|
||||
List<string> result = new List<string>();
|
||||
foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
|
||||
{
|
||||
result.Add(package.PackageName);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
|
@ -1,8 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a363de58f5d6e9e438b2b9a692187f6e
|
||||
NativeFormatImporter:
|
||||
guid: c0b4ccec8007a6047aade899b4b74fcf
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -6,16 +6,16 @@ using UnityEditor;
|
|||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class PackageCompareWindow : EditorWindow
|
||||
public class PackageComparatorWindow : EditorWindow
|
||||
{
|
||||
static PackageCompareWindow _thisInstance;
|
||||
static PackageComparatorWindow _thisInstance;
|
||||
|
||||
[MenuItem("Tools/补丁包比对工具", false, 102)]
|
||||
static void ShowWindow()
|
||||
{
|
||||
if (_thisInstance == null)
|
||||
{
|
||||
_thisInstance = EditorWindow.GetWindow(typeof(PackageCompareWindow), false, "补丁包比对工具", true) as PackageCompareWindow;
|
||||
_thisInstance = EditorWindow.GetWindow(typeof(PackageComparatorWindow), false, "补丁包比对工具", true) as PackageComparatorWindow;
|
||||
_thisInstance.minSize = new Vector2(800, 600);
|
||||
}
|
||||
_thisInstance.Show();
|
|
@ -1,8 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b763f43bfb633944aa8955535b965c1f
|
||||
NativeFormatImporter:
|
||||
guid: fa6624433c5d8e445b1426dcdf0763ba
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -4,16 +4,16 @@ using UnityEditor;
|
|||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class PackageImportWindow : EditorWindow
|
||||
public class PackageImporterWindow : EditorWindow
|
||||
{
|
||||
static PackageImportWindow _thisInstance;
|
||||
static PackageImporterWindow _thisInstance;
|
||||
|
||||
[MenuItem("Tools/补丁包导入工具", false, 101)]
|
||||
static void ShowWindow()
|
||||
{
|
||||
if (_thisInstance == null)
|
||||
{
|
||||
_thisInstance = EditorWindow.GetWindow(typeof(PackageImportWindow), false, "补丁包导入工具", true) as PackageImportWindow;
|
||||
_thisInstance = EditorWindow.GetWindow(typeof(PackageImporterWindow), false, "补丁包导入工具", true) as PackageImporterWindow;
|
||||
_thisInstance.minSize = new Vector2(800, 600);
|
||||
}
|
||||
_thisInstance.Show();
|
|
@ -0,0 +1,38 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEditor;
|
||||
using YooAsset.Editor;
|
||||
|
||||
public static class ShaderVariantCollectionHelper
|
||||
{
|
||||
public static void ClearCurrentShaderVariantCollection()
|
||||
{
|
||||
EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "ClearCurrentShaderVariantCollection");
|
||||
}
|
||||
public static void SaveCurrentShaderVariantCollection(string savePath)
|
||||
{
|
||||
EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "SaveCurrentShaderVariantCollection", savePath);
|
||||
}
|
||||
public static int GetCurrentShaderVariantCollectionShaderCount()
|
||||
{
|
||||
return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionShaderCount");
|
||||
}
|
||||
public static int GetCurrentShaderVariantCollectionVariantCount()
|
||||
{
|
||||
return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionVariantCount");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取着色器的变种总数量
|
||||
/// </summary>
|
||||
public static string GetShaderVariantCount(string assetPath)
|
||||
{
|
||||
Shader shader = AssetDatabase.LoadAssetAtPath<Shader>(assetPath);
|
||||
var variantCount = EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetVariantCount", shader, true);
|
||||
return variantCount.ToString();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,146 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEditor;
|
||||
|
||||
[Serializable]
|
||||
public class ShaderVariantCollectionManifest
|
||||
{
|
||||
[Serializable]
|
||||
public class ShaderVariantElement
|
||||
{
|
||||
/// <summary>
|
||||
/// Pass type to use in this variant.
|
||||
/// </summary>
|
||||
public PassType PassType;
|
||||
|
||||
/// <summary>
|
||||
/// Array of shader keywords to use in this variant.
|
||||
/// </summary>
|
||||
public string[] Keywords;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class ShaderVariantInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// 着色器资源路径.
|
||||
/// </summary>
|
||||
public string AssetPath;
|
||||
|
||||
/// <summary>
|
||||
/// 着色器名称
|
||||
/// </summary>
|
||||
public string ShaderName;
|
||||
|
||||
/// <summary>
|
||||
/// 着色器变种总数
|
||||
/// </summary>
|
||||
public int ShaderVariantCount = 0;
|
||||
|
||||
/// <summary>
|
||||
/// 着色器变种列表
|
||||
/// </summary>
|
||||
public List<ShaderVariantElement> ShaderVariantElements = new List<ShaderVariantElement>(1000);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Number of shaders in this collection
|
||||
/// </summary>
|
||||
public int ShaderTotalCount;
|
||||
|
||||
/// <summary>
|
||||
/// Number of total varians in this collection
|
||||
/// </summary>
|
||||
public int VariantTotalCount;
|
||||
|
||||
/// <summary>
|
||||
/// Shader variants info list.
|
||||
/// </summary>
|
||||
public List<ShaderVariantInfo> ShaderVariantInfos = new List<ShaderVariantInfo>(1000);
|
||||
|
||||
/// <summary>
|
||||
/// 添加着色器变种信息
|
||||
/// </summary>
|
||||
public void AddShaderVariant(string assetPath, string shaderName, PassType passType, string[] keywords)
|
||||
{
|
||||
var info = GetOrCreateShaderVariantInfo(assetPath, shaderName);
|
||||
ShaderVariantElement element = new ShaderVariantElement();
|
||||
element.PassType = passType;
|
||||
element.Keywords = keywords;
|
||||
info.ShaderVariantElements.Add(element);
|
||||
info.ShaderVariantCount++;
|
||||
}
|
||||
private ShaderVariantInfo GetOrCreateShaderVariantInfo(string assetPath, string shaderName)
|
||||
{
|
||||
var selectList = ShaderVariantInfos.Where(t => t.ShaderName == shaderName && t.AssetPath == assetPath).ToList();
|
||||
if (selectList.Count == 0)
|
||||
{
|
||||
ShaderVariantInfo newInfo = new ShaderVariantInfo();
|
||||
newInfo.AssetPath = assetPath;
|
||||
newInfo.ShaderName = shaderName;
|
||||
ShaderVariantInfos.Add(newInfo);
|
||||
return newInfo;
|
||||
}
|
||||
|
||||
if (selectList.Count != 1)
|
||||
throw new Exception("Should never get here !");
|
||||
|
||||
return selectList[0];
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 解析SVC文件并将数据写入到清单
|
||||
/// </summary>
|
||||
public static ShaderVariantCollectionManifest Extract(ShaderVariantCollection svc)
|
||||
{
|
||||
var manifest = new ShaderVariantCollectionManifest();
|
||||
manifest.ShaderTotalCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionShaderCount();
|
||||
manifest.VariantTotalCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionVariantCount();
|
||||
|
||||
using (var so = new SerializedObject(svc))
|
||||
{
|
||||
var shaderArray = so.FindProperty("m_Shaders.Array");
|
||||
if (shaderArray != null && shaderArray.isArray)
|
||||
{
|
||||
for (int i = 0; i < shaderArray.arraySize; ++i)
|
||||
{
|
||||
var shaderRef = shaderArray.FindPropertyRelative($"data[{i}].first");
|
||||
var shaderVariantsArray = shaderArray.FindPropertyRelative($"data[{i}].second.variants");
|
||||
if (shaderRef != null && shaderRef.propertyType == SerializedPropertyType.ObjectReference && shaderVariantsArray != null && shaderVariantsArray.isArray)
|
||||
{
|
||||
var shader = shaderRef.objectReferenceValue as Shader;
|
||||
if (shader == null)
|
||||
{
|
||||
throw new Exception("Invalid shader in ShaderVariantCollection file.");
|
||||
}
|
||||
|
||||
string shaderAssetPath = AssetDatabase.GetAssetPath(shader);
|
||||
string shaderName = shader.name;
|
||||
|
||||
// 添加变种信息
|
||||
for (int j = 0; j < shaderVariantsArray.arraySize; ++j)
|
||||
{
|
||||
var propKeywords = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].keywords");
|
||||
var propPassType = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].passType");
|
||||
if (propKeywords != null && propPassType != null && propKeywords.propertyType == SerializedPropertyType.String)
|
||||
{
|
||||
string[] keywords = propKeywords.stringValue.Split(' ');
|
||||
PassType pathType = (PassType)propPassType.intValue;
|
||||
manifest.AddShaderVariant(shaderAssetPath, shaderName, pathType, keywords);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return manifest;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,256 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using YooAsset.Editor;
|
||||
using Debug = UnityEngine.Debug;
|
||||
|
||||
public static class ShaderVariantCollector
|
||||
{
|
||||
private enum ESteps
|
||||
{
|
||||
None,
|
||||
Prepare,
|
||||
CollectAllMaterial,
|
||||
CollectVariants,
|
||||
CollectSleeping,
|
||||
WaitingDone,
|
||||
}
|
||||
|
||||
private const float WaitMilliseconds = 1000f;
|
||||
private const float SleepMilliseconds = 100f;
|
||||
private static string _savePath;
|
||||
private static string _packageName;
|
||||
private static int _processMaxNum;
|
||||
private static Action _completedCallback;
|
||||
|
||||
private static ESteps _steps = ESteps.None;
|
||||
private static Stopwatch _elapsedTime;
|
||||
private static List<string> _allMaterials;
|
||||
private static List<GameObject> _allSpheres = new List<GameObject>(1000);
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 开始收集
|
||||
/// </summary>
|
||||
public static void Run(string savePath, string packageName, int processMaxNum, Action completedCallback)
|
||||
{
|
||||
if (_steps != ESteps.None)
|
||||
return;
|
||||
|
||||
if (Path.HasExtension(savePath) == false)
|
||||
savePath = $"{savePath}.shadervariants";
|
||||
if (Path.GetExtension(savePath) != ".shadervariants")
|
||||
throw new System.Exception("Shader variant file extension is invalid.");
|
||||
if (string.IsNullOrEmpty(packageName))
|
||||
throw new System.Exception("Package name is null or empty !");
|
||||
|
||||
// 注意:先删除再保存,否则ShaderVariantCollection内容将无法及时刷新
|
||||
AssetDatabase.DeleteAsset(savePath);
|
||||
EditorTools.CreateFileDirectory(savePath);
|
||||
_savePath = savePath;
|
||||
_packageName = packageName;
|
||||
_processMaxNum = processMaxNum;
|
||||
_completedCallback = completedCallback;
|
||||
|
||||
// 聚焦到游戏窗口
|
||||
EditorTools.FocusUnityGameWindow();
|
||||
|
||||
// 创建临时测试场景
|
||||
CreateTempScene();
|
||||
|
||||
_steps = ESteps.Prepare;
|
||||
EditorApplication.update += EditorUpdate;
|
||||
}
|
||||
|
||||
private static void EditorUpdate()
|
||||
{
|
||||
if (_steps == ESteps.None)
|
||||
return;
|
||||
|
||||
if (_steps == ESteps.Prepare)
|
||||
{
|
||||
ShaderVariantCollectionHelper.ClearCurrentShaderVariantCollection();
|
||||
_steps = ESteps.CollectAllMaterial;
|
||||
return; //等待一帧
|
||||
}
|
||||
|
||||
if (_steps == ESteps.CollectAllMaterial)
|
||||
{
|
||||
_allMaterials = GetAllMaterials();
|
||||
_steps = ESteps.CollectVariants;
|
||||
return; //等待一帧
|
||||
}
|
||||
|
||||
if (_steps == ESteps.CollectVariants)
|
||||
{
|
||||
int count = Mathf.Min(_processMaxNum, _allMaterials.Count);
|
||||
List<string> range = _allMaterials.GetRange(0, count);
|
||||
_allMaterials.RemoveRange(0, count);
|
||||
CollectVariants(range);
|
||||
|
||||
if (_allMaterials.Count > 0)
|
||||
{
|
||||
_elapsedTime = Stopwatch.StartNew();
|
||||
_steps = ESteps.CollectSleeping;
|
||||
}
|
||||
else
|
||||
{
|
||||
_elapsedTime = Stopwatch.StartNew();
|
||||
_steps = ESteps.WaitingDone;
|
||||
}
|
||||
}
|
||||
|
||||
if (_steps == ESteps.CollectSleeping)
|
||||
{
|
||||
if (_elapsedTime.ElapsedMilliseconds > SleepMilliseconds)
|
||||
{
|
||||
DestroyAllSpheres();
|
||||
_elapsedTime.Stop();
|
||||
_steps = ESteps.CollectVariants;
|
||||
}
|
||||
}
|
||||
|
||||
if (_steps == ESteps.WaitingDone)
|
||||
{
|
||||
// 注意:一定要延迟保存才会起效
|
||||
if (_elapsedTime.ElapsedMilliseconds > WaitMilliseconds)
|
||||
{
|
||||
_elapsedTime.Stop();
|
||||
_steps = ESteps.None;
|
||||
|
||||
// 保存结果并创建清单
|
||||
ShaderVariantCollectionHelper.SaveCurrentShaderVariantCollection(_savePath);
|
||||
CreateManifest();
|
||||
|
||||
Debug.Log($"搜集SVC完毕!");
|
||||
EditorApplication.update -= EditorUpdate;
|
||||
_completedCallback?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
private static void CreateTempScene()
|
||||
{
|
||||
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
|
||||
}
|
||||
private static List<string> GetAllMaterials()
|
||||
{
|
||||
int progressValue = 0;
|
||||
List<string> allAssets = new List<string>(1000);
|
||||
|
||||
// 获取所有打包的资源
|
||||
CollectResult collectResult = AssetBundleCollectorSettingData.Setting.GetPackageAssets(EBuildMode.DryRunBuild, _packageName);
|
||||
foreach (var assetInfo in collectResult.CollectAssets)
|
||||
{
|
||||
string[] depends = AssetDatabase.GetDependencies(assetInfo.AssetPath, true);
|
||||
foreach (var dependAsset in depends)
|
||||
{
|
||||
if (allAssets.Contains(dependAsset) == false)
|
||||
allAssets.Add(dependAsset);
|
||||
}
|
||||
EditorTools.DisplayProgressBar("获取所有打包资源", ++progressValue, collectResult.CollectAssets.Count);
|
||||
}
|
||||
EditorTools.ClearProgressBar();
|
||||
|
||||
// 搜集所有材质球
|
||||
progressValue = 0;
|
||||
List<string> allMaterial = new List<string>(1000);
|
||||
foreach (var assetPath in allAssets)
|
||||
{
|
||||
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
|
||||
if (assetType == typeof(UnityEngine.Material))
|
||||
{
|
||||
allMaterial.Add(assetPath);
|
||||
}
|
||||
EditorTools.DisplayProgressBar("搜集所有材质球", ++progressValue, allAssets.Count);
|
||||
}
|
||||
EditorTools.ClearProgressBar();
|
||||
|
||||
// 返回结果
|
||||
return allMaterial;
|
||||
}
|
||||
private static void CollectVariants(List<string> materials)
|
||||
{
|
||||
Camera camera = Camera.main;
|
||||
if (camera == null)
|
||||
throw new System.Exception("Not found main camera.");
|
||||
|
||||
// 设置主相机
|
||||
float aspect = camera.aspect;
|
||||
int totalMaterials = materials.Count;
|
||||
float height = Mathf.Sqrt(totalMaterials / aspect) + 1;
|
||||
float width = Mathf.Sqrt(totalMaterials / aspect) * aspect + 1;
|
||||
float halfHeight = Mathf.CeilToInt(height / 2f);
|
||||
float halfWidth = Mathf.CeilToInt(width / 2f);
|
||||
camera.orthographic = true;
|
||||
camera.orthographicSize = halfHeight;
|
||||
camera.transform.position = new Vector3(0f, 0f, -10f);
|
||||
|
||||
// 创建测试球体
|
||||
int xMax = (int)(width - 1);
|
||||
int x = 0, y = 0;
|
||||
int progressValue = 0;
|
||||
for (int i = 0; i < materials.Count; i++)
|
||||
{
|
||||
var material = materials[i];
|
||||
var position = new Vector3(x - halfWidth + 1f, y - halfHeight + 1f, 0f);
|
||||
var go = CreateSphere(material, position, i);
|
||||
if (go != null)
|
||||
_allSpheres.Add(go);
|
||||
if (x == xMax)
|
||||
{
|
||||
x = 0;
|
||||
y++;
|
||||
}
|
||||
else
|
||||
{
|
||||
x++;
|
||||
}
|
||||
EditorTools.DisplayProgressBar("照射所有材质球", ++progressValue, materials.Count);
|
||||
}
|
||||
EditorTools.ClearProgressBar();
|
||||
}
|
||||
private static GameObject CreateSphere(string assetPath, Vector3 position, int index)
|
||||
{
|
||||
var material = AssetDatabase.LoadAssetAtPath<Material>(assetPath);
|
||||
var shader = material.shader;
|
||||
if (shader == null)
|
||||
return null;
|
||||
|
||||
var go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
||||
go.GetComponent<Renderer>().sharedMaterial = material;
|
||||
go.transform.position = position;
|
||||
go.name = $"Sphere_{index} | {material.name}";
|
||||
return go;
|
||||
}
|
||||
private static void DestroyAllSpheres()
|
||||
{
|
||||
foreach (var go in _allSpheres)
|
||||
{
|
||||
GameObject.DestroyImmediate(go);
|
||||
}
|
||||
_allSpheres.Clear();
|
||||
|
||||
// 尝试释放编辑器加载的资源
|
||||
EditorUtility.UnloadUnusedAssetsImmediate(true);
|
||||
}
|
||||
private static void CreateManifest()
|
||||
{
|
||||
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
|
||||
|
||||
ShaderVariantCollection svc = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(_savePath);
|
||||
if (svc != null)
|
||||
{
|
||||
var wrapper = ShaderVariantCollectionManifest.Extract(svc);
|
||||
string jsonData = JsonUtility.ToJson(wrapper, true);
|
||||
string savePath = _savePath.Replace(".shadervariants", ".json");
|
||||
File.WriteAllText(savePath, jsonData);
|
||||
}
|
||||
|
||||
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,34 @@
|
|||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
public class ShaderVariantCollectorSetting : ScriptableObject
|
||||
{
|
||||
private const string DefaultSavePath = "Assets/MyShaderVariants.shadervariants";
|
||||
|
||||
public static string GeFileSavePath(string packageName)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_GeFileSavePath";
|
||||
return EditorPrefs.GetString(key, DefaultSavePath);
|
||||
}
|
||||
public static void SetFileSavePath(string packageName, string savePath)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_GeFileSavePath";
|
||||
EditorPrefs.SetString(key, savePath);
|
||||
}
|
||||
|
||||
public static int GeProcessCapacity(string packageName)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_GeProcessCapacity";
|
||||
return EditorPrefs.GetInt(key, 1000);
|
||||
}
|
||||
public static void SetProcessCapacity(string packageName, int capacity)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_GeProcessCapacity";
|
||||
EditorPrefs.SetInt(key, capacity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 收集的包裹名称
|
||||
/// </summary>
|
||||
public string CollectPackage = string.Empty;
|
||||
}
|
|
@ -0,0 +1,150 @@
|
|||
#if UNITY_2019_4_OR_NEWER
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEditor.UIElements;
|
||||
using UnityEngine.UIElements;
|
||||
using YooAsset.Editor;
|
||||
|
||||
public class ShaderVariantCollectorWindow : EditorWindow
|
||||
{
|
||||
[MenuItem("Tools/着色器变种收集器", false, 100)]
|
||||
public static void OpenWindow()
|
||||
{
|
||||
ShaderVariantCollectorWindow window = GetWindow<ShaderVariantCollectorWindow>("着色器变种收集工具", true);
|
||||
window.minSize = new Vector2(800, 600);
|
||||
}
|
||||
|
||||
private Button _collectButton;
|
||||
private TextField _collectOutputField;
|
||||
private Label _currentShaderCountField;
|
||||
private Label _currentVariantCountField;
|
||||
private SliderInt _processCapacitySlider;
|
||||
private PopupField<string> _packageField;
|
||||
|
||||
private List<string> _packageNames;
|
||||
private string _currentPackageName;
|
||||
|
||||
public void CreateGUI()
|
||||
{
|
||||
try
|
||||
{
|
||||
VisualElement root = this.rootVisualElement;
|
||||
|
||||
// 加载布局文件
|
||||
var visualAsset = UxmlLoader.LoadWindowUXML<ShaderVariantCollectorWindow>();
|
||||
if (visualAsset == null)
|
||||
return;
|
||||
|
||||
visualAsset.CloneTree(root);
|
||||
|
||||
// 包裹名称列表
|
||||
_packageNames = GetBuildPackageNames();
|
||||
_currentPackageName = _packageNames[0];
|
||||
|
||||
// 文件输出目录
|
||||
_collectOutputField = root.Q<TextField>("CollectOutput");
|
||||
_collectOutputField.SetValueWithoutNotify(ShaderVariantCollectorSetting.GeFileSavePath(_currentPackageName));
|
||||
_collectOutputField.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
ShaderVariantCollectorSetting.SetFileSavePath(_currentPackageName, _collectOutputField.value);
|
||||
});
|
||||
|
||||
// 收集的包裹
|
||||
var packageContainer = root.Q("PackageContainer");
|
||||
if (_packageNames.Count > 0)
|
||||
{
|
||||
int defaultIndex = GetDefaultPackageIndex(_currentPackageName);
|
||||
_packageField = new PopupField<string>(_packageNames, defaultIndex);
|
||||
_packageField.label = "Package";
|
||||
_packageField.style.width = 350;
|
||||
_packageField.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
_currentPackageName = _packageField.value;
|
||||
});
|
||||
packageContainer.Add(_packageField);
|
||||
}
|
||||
else
|
||||
{
|
||||
_packageField = new PopupField<string>();
|
||||
_packageField.label = "Package";
|
||||
_packageField.style.width = 350;
|
||||
packageContainer.Add(_packageField);
|
||||
}
|
||||
|
||||
// 容器值
|
||||
_processCapacitySlider = root.Q<SliderInt>("ProcessCapacity");
|
||||
_processCapacitySlider.SetValueWithoutNotify(ShaderVariantCollectorSetting.GeProcessCapacity(_currentPackageName));
|
||||
#if !UNITY_2020_3_OR_NEWER
|
||||
_processCapacitySlider.label = $"Capacity ({_processCapacitySlider.value})";
|
||||
_processCapacitySlider.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
ShaderVariantCollectorSetting.SetProcessCapacity(_currentPackageName, _processCapacitySlider.value);
|
||||
_processCapacitySlider.label = $"Capacity ({_processCapacitySlider.value})";
|
||||
});
|
||||
#else
|
||||
_processCapacitySlider.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
ShaderVariantCollectorSetting.SetProcessCapacity(_currentPackageName, _processCapacitySlider.value);
|
||||
});
|
||||
#endif
|
||||
|
||||
_currentShaderCountField = root.Q<Label>("CurrentShaderCount");
|
||||
_currentVariantCountField = root.Q<Label>("CurrentVariantCount");
|
||||
|
||||
// 变种收集按钮
|
||||
_collectButton = root.Q<Button>("CollectButton");
|
||||
_collectButton.clicked += CollectButton_clicked;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError(e.ToString());
|
||||
}
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
if (_currentShaderCountField != null)
|
||||
{
|
||||
int currentShaderCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionShaderCount();
|
||||
_currentShaderCountField.text = $"Current Shader Count : {currentShaderCount}";
|
||||
}
|
||||
|
||||
if (_currentVariantCountField != null)
|
||||
{
|
||||
int currentVariantCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionVariantCount();
|
||||
_currentVariantCountField.text = $"Current Variant Count : {currentVariantCount}";
|
||||
}
|
||||
}
|
||||
|
||||
private void CollectButton_clicked()
|
||||
{
|
||||
string savePath = ShaderVariantCollectorSetting.GeFileSavePath(_currentPackageName);
|
||||
int processCapacity = _processCapacitySlider.value;
|
||||
ShaderVariantCollector.Run(savePath, _currentPackageName, processCapacity, null);
|
||||
}
|
||||
|
||||
// 构建包裹相关
|
||||
private int GetDefaultPackageIndex(string packageName)
|
||||
{
|
||||
for (int index = 0; index < _packageNames.Count; index++)
|
||||
{
|
||||
if (_packageNames[index] == packageName)
|
||||
{
|
||||
return index;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
private List<string> GetBuildPackageNames()
|
||||
{
|
||||
List<string> result = new List<string>();
|
||||
foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
|
||||
{
|
||||
result.Add(package.PackageName);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
#endif
|
|
@ -1,7 +1,5 @@
|
|||
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
|
||||
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row-reverse;">
|
||||
<ui:Button text="Save" display-tooltip-when-elided="true" name="SaveButton" style="background-color: rgb(40, 106, 42);" />
|
||||
</uie:Toolbar>
|
||||
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row-reverse;" />
|
||||
<ui:VisualElement name="CollectContainer">
|
||||
<ui:TextField picking-mode="Ignore" label="文件保存路径" name="CollectOutput" style="height: 22px;" />
|
||||
<ui:VisualElement name="PackageContainer" style="height: 24px;" />
|
|
@ -1,22 +0,0 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 09788b4733bab2d4792fdd5d28e7653c, type: 3}
|
||||
m_Name: AssetBundleBuilderSetting
|
||||
m_EditorClassIdentifier:
|
||||
BuildPipeline: 0
|
||||
BuildMode: 0
|
||||
BuildPackage: DefaultPackage
|
||||
CompressOption: 0
|
||||
FileNameStyle: 1
|
||||
BuildinFileCopyOption: 1
|
||||
BuildinFileCopyParams:
|
||||
EncyptionClassName: EncryptionNone
|
|
@ -22,6 +22,7 @@ MonoBehaviour:
|
|||
LocationToLower: 0
|
||||
IncludeAssetGUID: 0
|
||||
IgnoreDefaultType: 1
|
||||
AutoCollectShaders: 1
|
||||
Groups:
|
||||
- GroupName: battle
|
||||
GroupDesc: "\u6218\u6597"
|
||||
|
@ -40,7 +41,7 @@ MonoBehaviour:
|
|||
CollectorGUID: 4d7c84745db8e884f8020a8c5356e67c
|
||||
CollectorType: 0
|
||||
AddressRuleName: AddressByFileName
|
||||
PackRuleName: PackDirectory
|
||||
PackRuleName: PackSeparately
|
||||
FilterRuleName: CollectAll
|
||||
AssetTags:
|
||||
UserData:
|
||||
|
|
|
@ -1,17 +0,0 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 44454e58a49818040a1aef5799e71b30, type: 3}
|
||||
m_Name: ShaderVariantCollectorSetting
|
||||
m_EditorClassIdentifier:
|
||||
SavePath: Assets/ShaderVariants/MyShaderVariants.shadervariants
|
||||
CollectPackage: DefaultPackage
|
||||
ProcessCapacity: 1000
|
|
@ -7,7 +7,6 @@ SpriteAtlas:
|
|||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: common
|
||||
serializedVersion: 2
|
||||
m_EditorData:
|
||||
serializedVersion: 2
|
||||
textureSettings:
|
||||
|
@ -29,10 +28,13 @@ SpriteAtlas:
|
|||
allowAlphaSplitting: 0
|
||||
enableRotation: 0
|
||||
enableTightPacking: 0
|
||||
secondaryTextureSettings: {}
|
||||
variantMultiplier: 1
|
||||
packables:
|
||||
- {fileID: 102900000, guid: 5338a5ade0415264b976d834237aa226, type: 3}
|
||||
bindAsDefault: 1
|
||||
isAtlasV2: 0
|
||||
cachedData: {fileID: 0}
|
||||
m_MasterAtlas: {fileID: 0}
|
||||
m_PackedSprites:
|
||||
- {fileID: 21300000, guid: 06edc4e02f9c48647adfed0a778cb8aa, type: 3}
|
||||
|
@ -76,6 +78,6 @@ SpriteAtlas:
|
|||
- back_arrow
|
||||
- button1
|
||||
- button_pushed
|
||||
m_RenderDataMap: {}
|
||||
m_Tag: common
|
||||
m_IsVariant: 0
|
||||
m_IsPlaceholder: 0
|
||||
|
|
Loading…
Reference in New Issue