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2025-09-17 18:56:28 +08:00
commit 54c72710a5
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEditor;
using YooAsset.Editor;
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");
}
/// <summary>
/// 获取着色器的变种总数量
/// </summary>
public static string GetShaderVariantCount(string assetPath)
{
Shader shader = AssetDatabase.LoadAssetAtPath<Shader>(assetPath);
var variantCount = EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetVariantCount", shader, true);
return variantCount.ToString();
}
}