mirror of https://github.com/tuyoogame/YooAsset
Update ShaderVariantCollector
parent
e36918b6ec
commit
1b25835d1a
|
@ -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()
|
||||
{
|
||||
|
@ -25,7 +25,6 @@ namespace YooAsset.Editor
|
|||
{
|
||||
_isStarted = false;
|
||||
_elapsedTime.Stop();
|
||||
|
||||
EditorApplication.update -= EditorUpdate;
|
||||
|
||||
// 保存结果
|
||||
|
@ -34,44 +33,29 @@ namespace YooAsset.Editor
|
|||
// 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");
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue