Init
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEditor;
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using YooAsset.Editor;
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public static class ShaderVariantCollectionHelper
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{
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public static void ClearCurrentShaderVariantCollection()
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{
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EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "ClearCurrentShaderVariantCollection");
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}
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public static void SaveCurrentShaderVariantCollection(string savePath)
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{
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EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "SaveCurrentShaderVariantCollection", savePath);
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}
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public static int GetCurrentShaderVariantCollectionShaderCount()
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{
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return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionShaderCount");
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}
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public static int GetCurrentShaderVariantCollectionVariantCount()
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{
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return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionVariantCount");
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}
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/// <summary>
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/// 获取着色器的变种总数量
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/// </summary>
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public static string GetShaderVariantCount(string assetPath)
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{
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Shader shader = AssetDatabase.LoadAssetAtPath<Shader>(assetPath);
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var variantCount = EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetVariantCount", shader, true);
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return variantCount.ToString();
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}
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}
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