Update ShaderVariantCollector
This commit is contained in:
@@ -9,7 +9,8 @@ using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public static class ShaderVariantCollectionReadme
|
||||
[Serializable]
|
||||
public class ShaderVariantCollectionManifest
|
||||
{
|
||||
[Serializable]
|
||||
public class ShaderVariantElement
|
||||
@@ -44,52 +45,49 @@ namespace YooAsset.Editor
|
||||
public List<ShaderVariantElement> ShaderVariantElements = new List<ShaderVariantElement>(1000);
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class ShaderVariantCollectionManifest
|
||||
|
||||
/// <summary>
|
||||
/// Number of shaders in this collection
|
||||
/// </summary>
|
||||
public int ShaderTotalCount;
|
||||
|
||||
/// <summary>
|
||||
/// Number of total varians in this collection
|
||||
/// </summary>
|
||||
public int VariantTotalCount;
|
||||
|
||||
/// <summary>
|
||||
/// Shader variants info list.
|
||||
/// </summary>
|
||||
public List<ShaderVariantInfo> ShaderVariantInfos = new List<ShaderVariantInfo>(1000);
|
||||
|
||||
/// <summary>
|
||||
/// 添加着色器变种信息
|
||||
/// </summary>
|
||||
public void AddShaderVariant(string assetPath, string shaderName, PassType passType, string[] keywords)
|
||||
{
|
||||
/// <summary>
|
||||
/// Number of shaders in this collection
|
||||
/// </summary>
|
||||
public int ShaderTotalCount;
|
||||
|
||||
/// <summary>
|
||||
/// Number of total varians in this collection
|
||||
/// </summary>
|
||||
public int VariantTotalCount;
|
||||
|
||||
/// <summary>
|
||||
/// Shader variants info list.
|
||||
/// </summary>
|
||||
public List<ShaderVariantInfo> ShaderVariantInfos = new List<ShaderVariantInfo>(1000);
|
||||
|
||||
/// <summary>
|
||||
/// 添加着色器变种信息
|
||||
/// </summary>
|
||||
public void AddShaderVariant(string assetPath, string shaderName, PassType passType, string[] keywords)
|
||||
var info = GetOrCreateShaderVariantInfo(assetPath, shaderName);
|
||||
ShaderVariantElement element = new ShaderVariantElement();
|
||||
element.PassType = passType;
|
||||
element.Keywords = keywords;
|
||||
info.ShaderVariantElements.Add(element);
|
||||
}
|
||||
private ShaderVariantInfo GetOrCreateShaderVariantInfo(string assetPath, string shaderName)
|
||||
{
|
||||
var selectList = ShaderVariantInfos.Where(t => t.ShaderName == shaderName && t.AssetPath == assetPath).ToList();
|
||||
if (selectList.Count == 0)
|
||||
{
|
||||
var info = GetOrCreateShaderVariantInfo(assetPath, shaderName);
|
||||
ShaderVariantElement element = new ShaderVariantElement();
|
||||
element.PassType = passType;
|
||||
element.Keywords = keywords;
|
||||
info.ShaderVariantElements.Add(element);
|
||||
ShaderVariantInfo newInfo = new ShaderVariantInfo();
|
||||
newInfo.AssetPath = assetPath;
|
||||
newInfo.ShaderName = shaderName;
|
||||
ShaderVariantInfos.Add(newInfo);
|
||||
return newInfo;
|
||||
}
|
||||
private ShaderVariantInfo GetOrCreateShaderVariantInfo(string assetPath, string shaderName)
|
||||
{
|
||||
var selectList = ShaderVariantInfos.Where(t => t.ShaderName == shaderName && t.AssetPath == assetPath).ToList();
|
||||
if (selectList.Count == 0)
|
||||
{
|
||||
ShaderVariantInfo newInfo = new ShaderVariantInfo();
|
||||
newInfo.AssetPath = assetPath;
|
||||
newInfo.ShaderName = shaderName;
|
||||
ShaderVariantInfos.Add(newInfo);
|
||||
return newInfo;
|
||||
}
|
||||
|
||||
if (selectList.Count != 1)
|
||||
throw new Exception("Should never get here !");
|
||||
if (selectList.Count != 1)
|
||||
throw new Exception("Should never get here !");
|
||||
|
||||
return selectList[0];
|
||||
}
|
||||
return selectList[0];
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user