using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEditor;
namespace YooAsset.Editor
{
public static class ShaderVariantCollectionReadme
{
[Serializable]
public class ShaderVariantElement
{
///
/// Pass type to use in this variant.
///
public PassType PassType;
///
/// Array of shader keywords to use in this variant.
///
public string[] Keywords;
}
[Serializable]
public class ShaderVariantInfo
{
///
/// Shader asset path in editor.
///
public string AssetPath;
///
/// Shader name.
///
public string ShaderName;
///
/// Shader variants elements list.
///
public List ShaderVariantElements = new List(1000);
}
[Serializable]
public class ShaderVariantCollectionManifest
{
///
/// Number of shaders in this collection
///
public int ShaderTotalCount;
///
/// Number of total varians in this collection
///
public int VariantTotalCount;
///
/// Shader variants info list.
///
public List ShaderVariantInfos = new List(1000);
///
/// 添加着色器变种信息
///
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)
{
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 !");
return selectList[0];
}
}
///
/// 解析SVC文件并将数据写入到清单
///
public static ShaderVariantCollectionManifest Extract(ShaderVariantCollection svc)
{
var manifest = new ShaderVariantCollectionManifest();
manifest.ShaderTotalCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionShaderCount();
manifest.VariantTotalCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionVariantCount();
using (var so = new SerializedObject(svc))
{
var shaderArray = so.FindProperty("m_Shaders.Array");
if (shaderArray != null && shaderArray.isArray)
{
for (int i = 0; i < shaderArray.arraySize; ++i)
{
var shaderRef = shaderArray.FindPropertyRelative($"data[{i}].first");
var shaderVariantsArray = shaderArray.FindPropertyRelative($"data[{i}].second.variants");
if (shaderRef != null && shaderRef.propertyType == SerializedPropertyType.ObjectReference && shaderVariantsArray != null && shaderVariantsArray.isArray)
{
var shader = shaderRef.objectReferenceValue as Shader;
if (shader == null)
{
throw new Exception("Invalid shader in ShaderVariantCollection file.");
}
string shaderAssetPath = AssetDatabase.GetAssetPath(shader);
string shaderName = shader.name;
// 添加变种信息
for (int j = 0; j < shaderVariantsArray.arraySize; ++j)
{
var propKeywords = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].keywords");
var propPassType = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].passType");
if (propKeywords != null && propPassType != null && propKeywords.propertyType == SerializedPropertyType.String)
{
string[] keywords = propKeywords.stringValue.Split(' ');
PassType pathType = (PassType)propPassType.intValue;
manifest.AddShaderVariant(shaderAssetPath, shaderName, pathType, keywords);
}
}
}
}
}
}
return manifest;
}
}
}