YooAsset/Assets/YooAsset/Editor/ShaderVariantCollector/ShaderVariantCollector.cs

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.IO;
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using Debug = UnityEngine.Debug;
namespace YooAsset.Editor
{
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);
}
}
}