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150
Assets/ThirdParty/Extension Sample/Editor/ShaderVariantCollector/ShaderVariantCollectorWindow.cs
vendored
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150
Assets/ThirdParty/Extension Sample/Editor/ShaderVariantCollector/ShaderVariantCollectorWindow.cs
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#if UNITY_2019_4_OR_NEWER
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEditor.UIElements;
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using UnityEngine.UIElements;
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using YooAsset.Editor;
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public class ShaderVariantCollectorWindow : EditorWindow
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{
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[MenuItem("Tools/着色器变种收集器", false, 100)]
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public static void OpenWindow()
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{
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ShaderVariantCollectorWindow window = GetWindow<ShaderVariantCollectorWindow>("着色器变种收集工具", true);
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window.minSize = new Vector2(800, 600);
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}
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private Button _collectButton;
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private TextField _collectOutputField;
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private Label _currentShaderCountField;
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private Label _currentVariantCountField;
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private SliderInt _processCapacitySlider;
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private PopupField<string> _packageField;
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private List<string> _packageNames;
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private string _currentPackageName;
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public void CreateGUI()
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{
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try
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{
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VisualElement root = this.rootVisualElement;
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// 加载布局文件
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var visualAsset = UxmlLoader.LoadWindowUXML<ShaderVariantCollectorWindow>();
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if (visualAsset == null)
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return;
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visualAsset.CloneTree(root);
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// 包裹名称列表
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_packageNames = GetBuildPackageNames();
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_currentPackageName = _packageNames[0];
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// 文件输出目录
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_collectOutputField = root.Q<TextField>("CollectOutput");
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_collectOutputField.SetValueWithoutNotify(ShaderVariantCollectorSetting.GeFileSavePath(_currentPackageName));
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_collectOutputField.RegisterValueChangedCallback(evt =>
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{
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ShaderVariantCollectorSetting.SetFileSavePath(_currentPackageName, _collectOutputField.value);
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});
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// 收集的包裹
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var packageContainer = root.Q("PackageContainer");
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if (_packageNames.Count > 0)
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{
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int defaultIndex = GetDefaultPackageIndex(_currentPackageName);
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_packageField = new PopupField<string>(_packageNames, defaultIndex);
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_packageField.label = "Package";
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_packageField.style.width = 350;
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_packageField.RegisterValueChangedCallback(evt =>
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{
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_currentPackageName = _packageField.value;
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});
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packageContainer.Add(_packageField);
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}
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else
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{
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_packageField = new PopupField<string>();
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_packageField.label = "Package";
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_packageField.style.width = 350;
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packageContainer.Add(_packageField);
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}
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// 容器值
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_processCapacitySlider = root.Q<SliderInt>("ProcessCapacity");
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_processCapacitySlider.SetValueWithoutNotify(ShaderVariantCollectorSetting.GeProcessCapacity(_currentPackageName));
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#if !UNITY_2020_3_OR_NEWER
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_processCapacitySlider.label = $"Capacity ({_processCapacitySlider.value})";
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_processCapacitySlider.RegisterValueChangedCallback(evt =>
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{
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ShaderVariantCollectorSetting.SetProcessCapacity(_currentPackageName, _processCapacitySlider.value);
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_processCapacitySlider.label = $"Capacity ({_processCapacitySlider.value})";
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});
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#else
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_processCapacitySlider.RegisterValueChangedCallback(evt =>
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{
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ShaderVariantCollectorSetting.SetProcessCapacity(_currentPackageName, _processCapacitySlider.value);
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});
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#endif
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_currentShaderCountField = root.Q<Label>("CurrentShaderCount");
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_currentVariantCountField = root.Q<Label>("CurrentVariantCount");
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// 变种收集按钮
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_collectButton = root.Q<Button>("CollectButton");
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_collectButton.clicked += CollectButton_clicked;
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}
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catch (Exception e)
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{
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Debug.LogError(e.ToString());
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}
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}
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private void Update()
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{
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if (_currentShaderCountField != null)
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{
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int currentShaderCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionShaderCount();
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_currentShaderCountField.text = $"Current Shader Count : {currentShaderCount}";
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}
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if (_currentVariantCountField != null)
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{
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int currentVariantCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionVariantCount();
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_currentVariantCountField.text = $"Current Variant Count : {currentVariantCount}";
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}
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}
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private void CollectButton_clicked()
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{
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string savePath = ShaderVariantCollectorSetting.GeFileSavePath(_currentPackageName);
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int processCapacity = _processCapacitySlider.value;
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ShaderVariantCollector.Run(savePath, _currentPackageName, processCapacity, null);
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}
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// 构建包裹相关
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private int GetDefaultPackageIndex(string packageName)
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{
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for (int index = 0; index < _packageNames.Count; index++)
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{
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if (_packageNames[index] == packageName)
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{
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return index;
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}
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}
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return 0;
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}
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private List<string> GetBuildPackageNames()
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{
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List<string> result = new List<string>();
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foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
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{
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result.Add(package.PackageName);
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}
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return result;
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}
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}
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#endif
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