Update ShaderVariantCollector

pull/31/head
hevinci 2022-07-27 11:04:54 +08:00
parent e36918b6ec
commit 1b25835d1a
2 changed files with 27 additions and 29 deletions

View File

@ -16,7 +16,7 @@ namespace YooAsset.Editor
private static string _saveFilePath;
private static bool _isStarted = false;
private static readonly Stopwatch _elapsedTime = new Stopwatch();
public static Action OnCompletedCallback;
private static Action _completedCallback;
private static void EditorUpdate()
{
@ -25,53 +25,37 @@ namespace YooAsset.Editor
{
_isStarted = false;
_elapsedTime.Stop();
EditorApplication.update -= EditorUpdate;
// 保存结果
SaveCurrentShaderVariantCollection();
// 创建说明文件
CreateReadme();
Debug.Log($"搜集SVC完毕");
OnCompletedCallback?.Invoke();
Debug.Log($"搜集SVC完毕");
_completedCallback?.Invoke();
}
}
private static void CreateReadme()
{
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
ShaderVariantCollection svc = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(_saveFilePath);
if(svc != null)
{
var wrapper = ShaderVariantCollectionHelper.Extract(svc);
string jsonContents = JsonUtility.ToJson(wrapper, true);
string savePath = _saveFilePath.Replace(".shadervariants", ".json");
File.WriteAllText(savePath, jsonContents);
}
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
}
/// <summary>
/// 开始收集
/// </summary>
public static void Run(string saveFilePath)
public static void Run(string saveFilePath, Action completedCallback)
{
if (_isStarted)
return;
EditorApplication.update += EditorUpdate;
if (Path.HasExtension(saveFilePath) == false)
saveFilePath = $"{saveFilePath}.shadervariants";
if (Path.GetExtension(saveFilePath) != ".shadervariants")
throw new System.Exception("Shader variant file extension is invalid.");
// 注意先删除再保存否则ShaderVariantCollection内容将无法及时刷新
AssetDatabase.DeleteAsset(ShaderVariantCollectorSettingData.Setting.SavePath);
EditorTools.CreateFileDirectory(saveFilePath);
_saveFilePath = saveFilePath;
_completedCallback = completedCallback;
// 聚焦到游戏窗口
EditorTools.FocusUnityGameWindow();
@ -86,6 +70,7 @@ namespace YooAsset.Editor
var materials = GetAllMaterials();
CollectVariants(materials);
EditorApplication.update += EditorUpdate;
_isStarted = true;
_elapsedTime.Reset();
_elapsedTime.Start();
@ -153,7 +138,7 @@ namespace YooAsset.Editor
private static void CollectVariants(List<Material> materials)
{
Camera camera = Camera.main;
if(camera == null)
if (camera == null)
throw new System.Exception("Not found main camera.");
// 设置主相机
@ -197,6 +182,21 @@ namespace YooAsset.Editor
go.name = $"Sphere_{index}|{material.name}";
}
private static void CreateReadme()
{
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
ShaderVariantCollection svc = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(_saveFilePath);
if (svc != null)
{
var wrapper = ShaderVariantCollectionHelper.Extract(svc);
string jsonContents = JsonUtility.ToJson(wrapper, true);
string savePath = _saveFilePath.Replace(".shadervariants", ".json");
File.WriteAllText(savePath, jsonContents);
}
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
}
private static void ClearCurrentShaderVariantCollection()
{
EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "ClearCurrentShaderVariantCollection");

View File

@ -34,9 +34,7 @@ namespace YooAsset.Editor
EditorGUILayout.Space();
if (GUILayout.Button("搜集变种", GUILayout.MaxWidth(80)))
{
// 先删除再保存否则ShaderVariantCollection内容将无法及时刷新
AssetDatabase.DeleteAsset(ShaderVariantCollectorSettingData.Setting.SavePath);
ShaderVariantCollector.Run(ShaderVariantCollectorSettingData.Setting.SavePath);
ShaderVariantCollector.Run(ShaderVariantCollectorSettingData.Setting.SavePath, null);
}
// 查询