diff --git a/Assets/VersionFlow/Editor/ShaderVariantCollector.meta b/Assets/VersionFlow/Editor/ShaderVariantCollector.meta deleted file mode 100644 index 6ce47ef..0000000 --- a/Assets/VersionFlow/Editor/ShaderVariantCollector.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: fdf2190140bce214f911410656454b89 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/VersionFlow/Editor/ShaderVariantCollector/EditorTools.cs b/Assets/VersionFlow/Editor/ShaderVariantCollector/EditorTools.cs deleted file mode 100644 index 59f8f18..0000000 --- a/Assets/VersionFlow/Editor/ShaderVariantCollector/EditorTools.cs +++ /dev/null @@ -1,672 +0,0 @@ -using System; -using System.Collections.Generic; -using System.IO; -using System.Linq; -using System.Reflection; -using System.Text; -using UnityEditor; -using UnityEditor.SceneManagement; -using UnityEngine; - -namespace VersionFlow.Editors -{ - /// - /// 资源搜索类型 - /// - public enum EAssetSearchType - { - All, - RuntimeAnimatorController, - AnimationClip, - AudioClip, - AudioMixer, - Font, - Material, - Mesh, - Model, - PhysicMaterial, - Prefab, - Scene, - Script, - Shader, - Sprite, - Texture, - VideoClip, - } - /// - /// 编辑器工具类 - /// - public static class EditorTools - { - static EditorTools() - { - InitAssembly(); - } - - #region Assembly -#if UNITY_2019_4_OR_NEWER - private static void InitAssembly() - { - } - - /// - /// 获取带继承关系的所有类的类型 - /// - public static List GetAssignableTypes(System.Type parentType) - { - TypeCache.TypeCollection collection = TypeCache.GetTypesDerivedFrom(parentType); - return collection.ToList(); - } - - /// - /// 获取带有指定属性的所有类的类型 - /// - public static List GetTypesWithAttribute(System.Type attrType) - { - TypeCache.TypeCollection collection = TypeCache.GetTypesWithAttribute(attrType); - return collection.ToList(); - } -#else - private static readonly List _cacheTypes = new List(10000); - private static void InitAssembly() - { - _cacheTypes.Clear(); - Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies(); - foreach (Assembly assembly in assemblies) - { - List types = assembly.GetTypes().ToList(); - _cacheTypes.AddRange(types); - } - } - - /// - /// 获取带继承关系的所有类的类型 - /// - public static List GetAssignableTypes(System.Type parentType) - { - List result = new List(); - for (int i = 0; i < _cacheTypes.Count; i++) - { - Type type = _cacheTypes[i]; - if (parentType.IsAssignableFrom(type)) - { - if (type.Name == parentType.Name) - continue; - result.Add(type); - } - } - return result; - } - - /// - /// 获取带有指定属性的所有类的类型 - /// - public static List GetTypesWithAttribute(System.Type attrType) - { - List result = new List(); - for (int i = 0; i < _cacheTypes.Count; i++) - { - Type type = _cacheTypes[i]; - if (type.GetCustomAttribute(attrType) != null) - { - result.Add(type); - } - } - return result; - } -#endif - - /// - /// 调用私有的静态方法 - /// - /// 类的类型 - /// 类里要调用的方法名 - /// 调用方法传入的参数 - public static object InvokeNonPublicStaticMethod(System.Type type, string method, params object[] parameters) - { - var methodInfo = type.GetMethod(method, BindingFlags.NonPublic | BindingFlags.Static); - if (methodInfo == null) - { - UnityEngine.Debug.LogError($"{type.FullName} not found method : {method}"); - return null; - } - return methodInfo.Invoke(null, parameters); - } - - /// - /// 调用公开的静态方法 - /// - /// 类的类型 - /// 类里要调用的方法名 - /// 调用方法传入的参数 - public static object InvokePublicStaticMethod(System.Type type, string method, params object[] parameters) - { - var methodInfo = type.GetMethod(method, BindingFlags.Public | BindingFlags.Static); - if (methodInfo == null) - { - UnityEngine.Debug.LogError($"{type.FullName} not found method : {method}"); - return null; - } - return methodInfo.Invoke(null, parameters); - } - #endregion - - #region EditorUtility - /// - /// 搜集资源 - /// - /// 搜集的资源类型 - /// 指定搜索的文件夹列表 - /// 返回搜集到的资源路径列表 - public static string[] FindAssets(EAssetSearchType searchType, string[] searchInFolders) - { - // 注意:AssetDatabase.FindAssets()不支持末尾带分隔符的文件夹路径 - for (int i = 0; i < searchInFolders.Length; i++) - { - string folderPath = searchInFolders[i]; - searchInFolders[i] = folderPath.TrimEnd('/'); - } - - // 注意:获取指定目录下的所有资源对象(包括子文件夹) - string[] guids; - if (searchType == EAssetSearchType.All) - guids = AssetDatabase.FindAssets(string.Empty, searchInFolders); - else - guids = AssetDatabase.FindAssets($"t:{searchType}", searchInFolders); - - // 注意:AssetDatabase.FindAssets()可能会获取到重复的资源 - HashSet result = new HashSet(); - for (int i = 0; i < guids.Length; i++) - { - string guid = guids[i]; - string assetPath = AssetDatabase.GUIDToAssetPath(guid); - if (result.Contains(assetPath) == false) - { - result.Add(assetPath); - } - } - - // 返回结果 - return result.ToArray(); - } - - /// - /// 搜集资源 - /// - /// 搜集的资源类型 - /// 指定搜索的文件夹 - /// 返回搜集到的资源路径列表 - public static string[] FindAssets(EAssetSearchType searchType, string searchInFolder) - { - return FindAssets(searchType, new string[] { searchInFolder }); - } - - public static bool IsTypeAsset(EAssetSearchType searchType, string resPath) - { - - return false; - } - - /// - /// 打开搜索面板 - /// - /// 标题名称 - /// 默认搜索路径 - /// 返回选择的文件夹绝对路径,如果无效返回NULL - public static string OpenFolderPanel(string title, string defaultPath, string defaultName = "") - { - string openPath = EditorUtility.OpenFolderPanel(title, defaultPath, defaultName); - if (string.IsNullOrEmpty(openPath)) - return null; - - if (openPath.Contains("/Assets") == false) - { - Debug.LogWarning("Please select unity assets folder."); - return null; - } - return openPath; - } - - /// - /// 打开搜索面板 - /// - /// 标题名称 - /// 默认搜索路径 - /// 返回选择的文件绝对路径,如果无效返回NULL - public static string OpenFilePath(string title, string defaultPath, string extension = "") - { - string openPath = EditorUtility.OpenFilePanel(title, defaultPath, extension); - if (string.IsNullOrEmpty(openPath)) - return null; - - if (openPath.Contains("/Assets") == false) - { - Debug.LogWarning("Please select unity assets file."); - return null; - } - return openPath; - } - - /// - /// 显示进度框 - /// - public static void DisplayProgressBar(string tips, int progressValue, int totalValue) - { - EditorUtility.DisplayProgressBar("进度", $"{tips} : {progressValue}/{totalValue}", (float)progressValue / totalValue); - } - - /// - /// 隐藏进度框 - /// - public static void ClearProgressBar() - { - EditorUtility.ClearProgressBar(); - } - #endregion - - #region EditorWindow - public static void FocusUnitySceneWindow() - { - EditorWindow.FocusWindowIfItsOpen(); - } - public static void CloseUnityGameWindow() - { - System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView"); - EditorWindow.GetWindow(T, false, "GameView", true).Close(); - } - public static void FocusUnityGameWindow() - { - System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView"); - EditorWindow.GetWindow(T, false, "GameView", true); - } - public static void FocueUnityProjectWindow() - { - System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.ProjectBrowser"); - EditorWindow.GetWindow(T, false, "Project", true); - } - public static void FocusUnityHierarchyWindow() - { - System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.SceneHierarchyWindow"); - EditorWindow.GetWindow(T, false, "Hierarchy", true); - } - public static void FocusUnityInspectorWindow() - { - System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.InspectorWindow"); - EditorWindow.GetWindow(T, false, "Inspector", true); - } - public static void FocusUnityConsoleWindow() - { - System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.ConsoleWindow"); - EditorWindow.GetWindow(T, false, "Console", true); - } - #endregion - - #region EditorConsole - private static MethodInfo _clearConsoleMethod; - private static MethodInfo ClearConsoleMethod - { - get - { - if (_clearConsoleMethod == null) - { - Assembly assembly = Assembly.GetAssembly(typeof(SceneView)); - System.Type logEntries = assembly.GetType("UnityEditor.LogEntries"); - _clearConsoleMethod = logEntries.GetMethod("Clear"); - } - return _clearConsoleMethod; - } - } - - /// - /// 清空控制台 - /// - public static void ClearUnityConsole() - { - ClearConsoleMethod.Invoke(new object(), null); - } - #endregion - - #region SceneUtility - public static bool HasDirtyScenes() - { - var sceneCount = EditorSceneManager.sceneCount; - for (var i = 0; i < sceneCount; ++i) - { - var scene = EditorSceneManager.GetSceneAt(i); - if (scene.isDirty) - return true; - } - return false; - } - #endregion - - #region StringUtility - public static string RemoveFirstChar(string str) - { - if (string.IsNullOrEmpty(str)) - return str; - return str.Substring(1); - } - public static string RemoveLastChar(string str) - { - if (string.IsNullOrEmpty(str)) - return str; - return str.Substring(0, str.Length - 1); - } - public static List StringToStringList(string str, char separator) - { - List result = new List(); - if (!String.IsNullOrEmpty(str)) - { - string[] splits = str.Split(separator); - foreach (string split in splits) - { - string value = split.Trim(); //移除首尾空格 - if (!String.IsNullOrEmpty(value)) - { - result.Add(value); - } - } - } - return result; - } - public static T NameToEnum(string name) - { - if (Enum.IsDefined(typeof(T), name) == false) - { - throw new ArgumentException($"Enum {typeof(T)} is not defined name {name}"); - } - return (T)Enum.Parse(typeof(T), name); - } - #endregion - - #region 文件 - /// - /// 创建文件所在的目录 - /// - /// 文件路径 - public static void CreateFileDirectory(string filePath) - { - string destDirectory = Path.GetDirectoryName(filePath); - CreateDirectory(destDirectory); - } - - /// - /// 创建文件夹 - /// - public static bool CreateDirectory(string directory) - { - if (Directory.Exists(directory) == false) - { - Directory.CreateDirectory(directory); - return true; - } - else - { - return false; - } - } - - /// - /// 删除文件夹及子目录 - /// - public static bool DeleteDirectory(string directory) - { - if (Directory.Exists(directory)) - { - Directory.Delete(directory, true); - return true; - } - else - { - return false; - } - } - - /// - /// 文件重命名 - /// - public static void FileRename(string filePath, string newName) - { - string dirPath = Path.GetDirectoryName(filePath); - string destPath; - if (Path.HasExtension(filePath)) - { - string extentsion = Path.GetExtension(filePath); - destPath = $"{dirPath}/{newName}{extentsion}"; - } - else - { - destPath = $"{dirPath}/{newName}"; - } - FileInfo fileInfo = new FileInfo(filePath); - fileInfo.MoveTo(destPath); - } - - /// - /// 移动文件 - /// - public static void MoveFile(string filePath, string destPath) - { - if (File.Exists(destPath)) - File.Delete(destPath); - - FileInfo fileInfo = new FileInfo(filePath); - fileInfo.MoveTo(destPath); - } - - /// - /// 拷贝文件夹 - /// 注意:包括所有子目录的文件 - /// - public static void CopyDirectory(string sourcePath, string destPath) - { - sourcePath = EditorTools.GetRegularPath(sourcePath); - - // If the destination directory doesn't exist, create it. - if (Directory.Exists(destPath) == false) - Directory.CreateDirectory(destPath); - - string[] fileList = Directory.GetFiles(sourcePath, "*.*", SearchOption.AllDirectories); - foreach (string file in fileList) - { - string temp = EditorTools.GetRegularPath(file); - string savePath = temp.Replace(sourcePath, destPath); - CopyFile(file, savePath, true); - } - } - - /// - /// 拷贝文件 - /// - public static void CopyFile(string sourcePath, string destPath, bool overwrite) - { - if (File.Exists(sourcePath) == false) - throw new FileNotFoundException(sourcePath); - - // 创建目录 - CreateFileDirectory(destPath); - - // 复制文件 - File.Copy(sourcePath, destPath, overwrite); - } - - /// - /// 清空文件夹 - /// - /// 要清理的文件夹路径 - public static void ClearFolder(string directoryPath) - { - if (Directory.Exists(directoryPath) == false) - return; - - // 删除文件 - string[] allFiles = Directory.GetFiles(directoryPath); - for (int i = 0; i < allFiles.Length; i++) - { - File.Delete(allFiles[i]); - } - - // 删除文件夹 - string[] allFolders = Directory.GetDirectories(directoryPath); - for (int i = 0; i < allFolders.Length; i++) - { - Directory.Delete(allFolders[i], true); - } - } - - /// - /// 获取文件字节大小 - /// - public static long GetFileSize(string filePath) - { - FileInfo fileInfo = new FileInfo(filePath); - return fileInfo.Length; - } - /// - /// 读取文件的所有文本内容 - /// - public static string ReadFileAllText(string filePath) - { - if (File.Exists(filePath) == false) - return string.Empty; - - return File.ReadAllText(filePath, Encoding.UTF8); - } - - /// - /// 读取文本的所有文本内容 - /// - public static string[] ReadFileAllLine(string filePath) - { - if (File.Exists(filePath) == false) - return null; - - return File.ReadAllLines(filePath, Encoding.UTF8); - } - - /// - /// 检测AssetBundle文件是否合法 - /// - public static bool CheckBundleFileValid(byte[] fileData) - { - string signature = ReadStringToNull(fileData, 20); - if (signature == "UnityFS" || signature == "UnityRaw" || signature == "UnityWeb" || signature == "\xFA\xFA\xFA\xFA\xFA\xFA\xFA\xFA") - return true; - else - return false; - } - private static string ReadStringToNull(byte[] data, int maxLength) - { - List bytes = new List(); - for (int i = 0; i < data.Length; i++) - { - if (i >= maxLength) - break; - - byte bt = data[i]; - if (bt == 0) - break; - - bytes.Add(bt); - } - - if (bytes.Count == 0) - return string.Empty; - else - return Encoding.UTF8.GetString(bytes.ToArray()); - } - #endregion - - #region 路径 - /// - /// 获取规范的路径 - /// - public static string GetRegularPath(string path) - { - return path.Replace('\\', '/').Replace("\\", "/"); //替换为Linux路径格式 - } - - /// - /// 获取项目工程路径 - /// - public static string GetProjectPath() - { - string projectPath = Path.GetDirectoryName(Application.dataPath); - return GetRegularPath(projectPath); - } - - /// - /// 转换文件的绝对路径为Unity资源路径 - /// 例如 D:\\YourPorject\\Assets\\Works\\file.txt 替换为 Assets/Works/file.txt - /// - public static string AbsolutePathToAssetPath(string absolutePath) - { - string content = GetRegularPath(absolutePath); - return Substring(content, "Assets/", true); - } - - /// - /// 转换Unity资源路径为文件的绝对路径 - /// 例如:Assets/Works/file.txt 替换为 D:\\YourPorject/Assets/Works/file.txt - /// - public static string AssetPathToAbsolutePath(string assetPath) - { - string projectPath = GetProjectPath(); - return $"{projectPath}/{assetPath}"; - } - - /// - /// 递归查找目标文件夹路径 - /// - /// 搜索的根目录 - /// 目标文件夹名称 - /// 返回找到的文件夹路径,如果没有找到返回空字符串 - public static string FindFolder(string root, string folderName) - { - DirectoryInfo rootInfo = new DirectoryInfo(root); - DirectoryInfo[] infoList = rootInfo.GetDirectories(); - for (int i = 0; i < infoList.Length; i++) - { - string fullPath = infoList[i].FullName; - if (infoList[i].Name == folderName) - return fullPath; - - string result = FindFolder(fullPath, folderName); - if (string.IsNullOrEmpty(result) == false) - return result; - } - return string.Empty; - } - - /// - /// 截取字符串 - /// 获取匹配到的后面内容 - /// - /// 内容 - /// 关键字 - /// 分割的结果里是否包含关键字 - /// 是否使用初始匹配的位置,否则使用末尾匹配的位置 - public static string Substring(string content, string key, bool includeKey, bool firstMatch = true) - { - if (string.IsNullOrEmpty(key)) - return content; - - int startIndex = -1; - if (firstMatch) - startIndex = content.IndexOf(key); //返回子字符串第一次出现位置 - else - startIndex = content.LastIndexOf(key); //返回子字符串最后出现的位置 - - // 如果没有找到匹配的关键字 - if (startIndex == -1) - return content; - - if (includeKey) - return content.Substring(startIndex); - else - return content.Substring(startIndex + key.Length); - } - #endregion - } -} \ No newline at end of file diff --git a/Assets/VersionFlow/Editor/ShaderVariantCollector/EditorTools.cs.meta b/Assets/VersionFlow/Editor/ShaderVariantCollector/EditorTools.cs.meta deleted file mode 100644 index 34bea4a..0000000 --- a/Assets/VersionFlow/Editor/ShaderVariantCollector/EditorTools.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e45c006cbda1bbe428d5f8287d9c1976 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/VersionFlow/Editor/ShaderVariantCollector/ShaderVariantCollectionHelper.cs b/Assets/VersionFlow/Editor/ShaderVariantCollector/ShaderVariantCollectionHelper.cs deleted file mode 100644 index 6c1191f..0000000 --- a/Assets/VersionFlow/Editor/ShaderVariantCollector/ShaderVariantCollectionHelper.cs +++ /dev/null @@ -1,35 +0,0 @@ -using UnityEditor; -using UnityEngine; - -namespace VersionFlow.Editors -{ - 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"); - } - - /// - /// 获取着色器的变种总数量 - /// - public static string GetShaderVariantCount(string assetPath) - { - Shader shader = AssetDatabase.LoadAssetAtPath(assetPath); - var variantCount = EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetVariantCount", shader, true); - return variantCount.ToString(); - } - } -} \ No newline at end of file diff --git a/Assets/VersionFlow/Editor/ShaderVariantCollector/ShaderVariantCollectionHelper.cs.meta b/Assets/VersionFlow/Editor/ShaderVariantCollector/ShaderVariantCollectionHelper.cs.meta deleted file mode 100644 index 4064147..0000000 --- a/Assets/VersionFlow/Editor/ShaderVariantCollector/ShaderVariantCollectionHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: cdb86310e5aeb9f4493fa349cc9ffdb4 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/VersionFlow/Editor/ShaderVariantCollector/ShaderVariantCollector.cs b/Assets/VersionFlow/Editor/ShaderVariantCollector/ShaderVariantCollector.cs deleted file mode 100644 index 05f1120..0000000 --- a/Assets/VersionFlow/Editor/ShaderVariantCollector/ShaderVariantCollector.cs +++ /dev/null @@ -1,336 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Diagnostics; -using System.IO; -using UnityEditor; -using UnityEditor.SceneManagement; -using UnityEngine; -using VersionFlow.Runtime; -using Debug = UnityEngine.Debug; - -namespace VersionFlow.Editors -{ - public class CollectAsset - { - public string assetPath; - public string folderName; - public string groupName; - public string dependName; - } - 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 = "Assets/GameAssets/Shaders/ShaderCollection/unity_collected.shadervariants"; - private static int _processMaxNum = 1000; - private static Action _completedCallback; - - private static ESteps _steps = ESteps.None; - private static Stopwatch _elapsedTime; - private static List _allMaterials; - private static List _allSpheres = new List(1000); - - - /// - /// 开始收集 - /// - public static void Run(Action completedCallback) - { - if (_steps != ESteps.None) - return; - - if (Path.HasExtension(savePath) == false) - savePath = $"{savePath}.shadervariants"; - if (Path.GetExtension(savePath) != ".shadervariants") - throw new System.Exception("Shader variant file extension is invalid."); - - // 注意:先删除再保存,否则ShaderVariantCollection内容将无法及时刷新 - AssetDatabase.DeleteAsset(savePath); - EditorTools.CreateFileDirectory(savePath); - _completedCallback = completedCallback; - - // 聚焦到游戏窗口 - EditorTools.FocusUnityGameWindow(); - - // 创建临时测试场景 - CreateTempScene(); - - _steps = ESteps.Prepare; - EditorApplication.update += EditorUpdate; - } - - private static void EditorUpdate() - { - if (_steps == ESteps.None) - return; - - if (_steps == ESteps.Prepare) - { - ShaderVariantCollectionHelper.ClearCurrentShaderVariantCollection(); - _steps = ESteps.CollectAllMaterial; - return; //等待一帧 - } - - if (_steps == ESteps.CollectAllMaterial) - { - _allMaterials = GetAllMaterials(); - _steps = ESteps.CollectVariants; - return; //等待一帧 - } - - if (_steps == ESteps.CollectVariants) - { - int count = Mathf.Min(_processMaxNum, _allMaterials.Count); - List range = _allMaterials.GetRange(0, count); - _allMaterials.RemoveRange(0, count); - CollectVariants(range); - - if (_allMaterials.Count > 0) - { - _elapsedTime = Stopwatch.StartNew(); - _steps = ESteps.CollectSleeping; - } - else - { - _elapsedTime = Stopwatch.StartNew(); - _steps = ESteps.WaitingDone; - } - } - - if (_steps == ESteps.CollectSleeping) - { - if (_elapsedTime.ElapsedMilliseconds > SleepMilliseconds) - { - DestroyAllSpheres(); - _elapsedTime.Stop(); - _steps = ESteps.CollectVariants; - } - } - - if (_steps == ESteps.WaitingDone) - { - // 注意:一定要延迟保存才会起效 - if (_elapsedTime.ElapsedMilliseconds > WaitMilliseconds) - { - _elapsedTime.Stop(); - _steps = ESteps.None; - - ShaderVariantCollection svc = AssetDatabase.LoadAssetAtPath(savePath); - if (svc == null) EditorTools.CreateFileDirectory(savePath); - // 保存结果并创建清单 - ShaderVariantCollectionHelper.SaveCurrentShaderVariantCollection(savePath); - - Debug.Log($"搜集SVC完毕!收集到shader {ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionShaderCount()} 变体 {ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionVariantCount()}"); - EditorApplication.update -= EditorUpdate; - - var builder = AssetDatabase.LoadAssetAtPath("Assets/Scripts/VersionFlow/Builder/Builder.asset"); - if (builder != null) - { - builder.SVC = AssetDatabase.LoadAssetAtPath(savePath); - } - _completedCallback?.Invoke(); - } - } - } - private static void CreateTempScene() - { - EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects); - } - private static List CollectAsset() - { - List assetList = new List(10000); - string[] guids = AssetDatabase.FindAssets($"t:{typeof(BuilderConfig)}"); - - if (guids.Length == 0) - { - Debug.LogWarning($"No assets of type {typeof(BuilderConfig).Name} found."); - return assetList; - } - string path = AssetDatabase.GUIDToAssetPath(guids[0]); - BuilderConfig build = AssetDatabase.LoadAssetAtPath(path); - - if (build == null) - { - Debug.LogError($"Failed to load asset of type {typeof(BuilderConfig).Name} at path {path}."); - return assetList; - } - foreach (var group in build.Groups) - { - foreach (var folder in group.FolderList) - { - var rootPath = UnityEditor.AssetDatabase.GetAssetPath(folder); - var foldRes = UnityEditor.AssetDatabase.FindAssets(string.Empty, new string[] { rootPath }); - - foreach (var guid in foldRes) - { - var guidPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guid); - var guidAsset = UnityEditor.AssetDatabase.LoadAssetAtPath(path, typeof(UnityEngine.Object)); - if (guidAsset is UnityEditor.DefaultAsset) continue; - assetList.Add(new CollectAsset() - { - assetPath = guidPath, - folderName = rootPath, - groupName = group.GroupName - }); - } - } - } - return assetList; - } - private static List GetAllMaterials() - { - int progressValue = 0; - List allAssets = new List(1000); - - // 获取所有打包的资源 - var collectResult = CollectAsset(); - foreach (var assetInfo in collectResult) - { - string[] depends = AssetDatabase.GetDependencies(assetInfo.assetPath, true); - foreach (var dependAsset in depends) - { - if (allAssets.FindIndex((x) => x.assetPath == dependAsset) == -1) - { - if (dependAsset.StartsWith("Packages/com.unity.render-pipelines.universal")) - { - System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(dependAsset); - if (assetType == typeof(UnityEngine.Material)) - { - Debug.LogWarning($"{assetInfo.assetPath} 用到了urp默认资产 {dependAsset},是否需要提剔除 ??"); - continue; - } - } - - allAssets.Add(new Editors.CollectAsset() - { - assetPath = dependAsset, - dependName = assetInfo.assetPath, - folderName = assetInfo.folderName, - groupName = assetInfo.groupName - }); - } - } - EditorTools.DisplayProgressBar("收集资源依赖", ++progressValue, collectResult.Count); - } - EditorTools.ClearProgressBar(); - // 搜集所有材质球 - progressValue = 0; - List allMaterial = new List(1000); - foreach (var assetPath in allAssets) - { - System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath.assetPath); - if (assetType == typeof(UnityEngine.Material)) - { - allMaterial.Add(assetPath.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 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 = GameObject.Instantiate(AssetDatabase.LoadAssetAtPath(assetPath)); - var shader = material.shader; - if (shader == null) - return null; - //设置材质单面渲染 - if (material.HasProperty("_Cull") && material.GetInt("_Cull") == (int)UnityEngine.Rendering.CullMode.Off) - { - // 将 Cull 参数设置为 Off - //material.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Back); - Debug.LogError($"材质启用了双面渲染,请美术同学注意 {material.name}"); - //EditorUtility.SetDirty(material); - //AssetDatabase.SaveAssets(); - } - var go = GameObject.CreatePrimitive(PrimitiveType.Sphere); - go.GetComponent().material = material; - go.transform.position = position; - go.name = $"Sphere_{index} | {material.name}"; - if (shader.name.Contains("RoleShader")) - { - material.EnableKeyword("_ALPHATEST_ON"); - } - 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(_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); - //} - } -} \ No newline at end of file diff --git a/Assets/VersionFlow/Editor/ShaderVariantCollector/ShaderVariantCollector.cs.meta b/Assets/VersionFlow/Editor/ShaderVariantCollector/ShaderVariantCollector.cs.meta deleted file mode 100644 index aec4079..0000000 --- a/Assets/VersionFlow/Editor/ShaderVariantCollector/ShaderVariantCollector.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: cfa102ef4979c6142a81dccd45f66531 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: