移除已作废的shaderbundle加载方法

This commit is contained in:
ALIENJACK\alien 2025-08-18 15:08:42 +08:00
parent ba7eb12604
commit c040d7fbc9
2 changed files with 0 additions and 29 deletions

View File

@ -162,32 +162,6 @@ namespace VersionFlow.Runtime
return targetChain;
}
internal void LoadShaderBundles()
{
return;
VersionFlowX.Log("开始加载所有的ShaderBundle");
UnityResourceAPIOverride overrideAPI = new UnityResourceAPIOverride();
ResourcesAPI.overrideAPI = overrideAPI;
foreach (var shaderBundle in m_shaderBundles)
{
var chain = GetLoadChain(shaderBundle, true);
chain.LoadAllBundle();
foreach (var shaderPath in shaderBundle.Assets)
{
var shaderAsset = LoadAsset<UnityEngine.Object>(shaderPath);
if (shaderAsset == null) continue;
VersionFlowX.Log($"加载Shader:<color=cyan>{shaderAsset.name}</color>");
if (shaderAsset is Shader shader)
m_shaders[shader.name] = shader;
else if (shaderAsset is ShaderVariantCollection svc)
SVC = svc;
}
}
}
internal Shader GetShader(string name)
{
m_shaders.TryGetValue(name, out var shader);

View File

@ -185,7 +185,6 @@ namespace VersionFlow.Runtime
File.WriteAllText($"{LocalBundlePath}/PatchManifest.json", s_localManifest.ToJson());
visual.StateChange(EnumVersionFlowState.Complete);
BundleMgr.LoadShaderBundles();
yield break;
}
@ -251,8 +250,6 @@ namespace VersionFlow.Runtime
visual.HideDownloadProgress();
visual.StateChange(EnumVersionFlowState.Complete);
BundleMgr.LoadShaderBundles();
yield break;
}