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 @@
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-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 @@
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-guid: cfa102ef4979c6142a81dccd45f66531
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant: