update extension sample

着色器变种文件增加内部排序
pull/326/head
hevinci 2024-07-15 18:51:32 +08:00
parent 7d8fce6f46
commit 2cbfca4f3b
2 changed files with 42 additions and 7 deletions

View File

@ -11,8 +11,10 @@ using UnityEditor;
public class ShaderVariantCollectionManifest
{
[Serializable]
public class ShaderVariantElement
public class ShaderVariantElement : IComparable<ShaderVariantElement>
{
public string SortValue { private set; get; }
/// <summary>
/// Pass type to use in this variant.
/// </summary>
@ -22,11 +24,31 @@ public class ShaderVariantCollectionManifest
/// Array of shader keywords to use in this variant.
/// </summary>
public string[] Keywords;
public void MakeSortValue()
{
string combineKeyword = string.Empty;
for (int i = 0; i < Keywords.Length; i++)
{
if (i == 0)
combineKeyword = Keywords[0];
else
combineKeyword = $"{combineKeyword}+{Keywords[0]}";
}
SortValue = $"{PassType}+{combineKeyword}";
}
public int CompareTo(ShaderVariantElement other)
{
return SortValue.CompareTo(other.SortValue);
}
}
[Serializable]
public class ShaderVariantInfo : IComparable<ShaderVariantInfo>
{
public string SortValue { private set; get; }
/// <summary>
/// 着色器资源路径.
/// </summary>
@ -47,11 +69,13 @@ public class ShaderVariantCollectionManifest
/// </summary>
public List<ShaderVariantElement> ShaderVariantElements = new List<ShaderVariantElement>(1000);
public void MakeSortValue()
{
SortValue = AssetPath + "+" + ShaderName;
}
public int CompareTo(ShaderVariantInfo other)
{
string thisStr = AssetPath + "+" +ShaderName;
string otherStr = other.AssetPath + "+" + other.ShaderName;
return thisStr.CompareTo(otherStr);
return SortValue.CompareTo(other.SortValue);
}
}
@ -76,10 +100,15 @@ public class ShaderVariantCollectionManifest
/// </summary>
public void AddShaderVariant(string assetPath, string shaderName, PassType passType, string[] keywords)
{
// 排序Keyword列表
List<string> temper = new List<string>(keywords);
temper.Sort();
var info = GetOrCreateShaderVariantInfo(assetPath, shaderName);
ShaderVariantElement element = new ShaderVariantElement();
element.PassType = passType;
element.Keywords = keywords;
element.Keywords = temper.ToArray();
element.MakeSortValue();
info.ShaderVariantElements.Add(element);
info.ShaderVariantCount++;
}
@ -91,6 +120,7 @@ public class ShaderVariantCollectionManifest
ShaderVariantInfo newInfo = new ShaderVariantInfo();
newInfo.AssetPath = assetPath;
newInfo.ShaderName = shaderName;
newInfo.MakeSortValue();
ShaderVariantInfos.Add(newInfo);
return newInfo;
}
@ -150,6 +180,11 @@ public class ShaderVariantCollectionManifest
// 重新排序
manifest.ShaderVariantInfos.Sort();
foreach (var shaderVariantInfo in manifest.ShaderVariantInfos)
{
shaderVariantInfo.ShaderVariantElements.Sort();
}
return manifest;
}
}

View File

@ -21,8 +21,8 @@ public static class ShaderVariantCollector
WaitingDone,
}
private const float WaitMilliseconds = 1000f;
private const float SleepMilliseconds = 2000f;
private const float WaitMilliseconds = 3000f;
private const float SleepMilliseconds = 3000f;
private static string _savePath;
private static string _packageName;
private static int _processMaxNum;