开始收集
YooAsset.Editor.ShaderVariantCollector.Run
创建临时场景
// 创建临时测试场景
CreateTempScene();
_steps = ESteps.Prepare;
EditorApplication.update += EditorUpdate;
准备阶段
反射调用ShaderUtil.ClearCurrentShaderVariantCollection清空当前项目搜集到的变体,我们需要重新搜集一次;
EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "ClearCurrentShaderVariantCollection");
如何反射调用
/// <summary>
/// 调用私有的静态方法
/// </summary>
/// <param name="type">类的类型</param>
/// <param name="method">类里要调用的方法名</param>
/// <param name="parameters">调用方法传入的参数</param>
public static object InvokeNonPublicStaticMethod(System.Type type, string method, params object[] parameters)
{
var methodInfo = type.GetMethod(method, BindingFlags.NonPublic | BindingFlags.Static);
if (methodInfo == null)
{
UnityEngine.Debug.LogError($"{type.FullName} not found method : {method}");
return null;
}
return methodInfo.Invoke(null, parameters);
}
收集全部材质球
YooAsset.Editor.ShaderVariantCollector.GetAllMaterials
所有收集器的依赖asset
// 获取所有打包的资源
CollectResult collectResult = AssetBundleCollectorSettingData.Setting.GetPackageAssets(EBuildMode.DryRunBuild, _packageName);
foreach (var assetInfo in collectResult.CollectAssets)
{
string[] depends = AssetDatabase.GetDependencies(assetInfo.AssetPath, true);
foreach (var dependAsset in depends)
{
if (allAssets.Contains(dependAsset) == false)
allAssets.Add(dependAsset);
}
收集所有依赖asset的材质球
List<string> allMaterial = new List<string>(1000);
foreach (var assetPath in allAssets)
{
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Material))
{
allMaterial.Add(assetPath);
}
收集变体,摄像机照射所有材质球一遍
变体收集,每次只处理最大1000个材质球,超过的,等下一批再处理
YooAsset.Editor.ShaderVariantCollectorSetting.ProcessCapacity = 1000
每次处理一批时,总材质球列表_allMaterials去掉0-count,然后处理当前的range
int count = Mathf.Min(_processMaxNum, _allMaterials.Count);
List<string> range = _allMaterials.GetRange(0, count);
_allMaterials.RemoveRange(0, count);
在场景中创建一堆sphere几何体,并排列整齐,然后把渲染相机对齐它们,并保证它们都可以看见;
分批次把这些材质资源赋予这些sphere几何体,渲染100ms;
完成处理
变体收集到路径YooAsset.Editor.ShaderVariantCollectorSetting.SavePath = “Assets/MyShaderVariants.shadervariants”
反射调用ShaderUtil.SaveCurrentShaderVariantCollection保存到一个整体变体集合资源中去
EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "SaveCurrentShaderVariantCollection", savePath);
输出文件
MyShaderVariants.shadervariants会打包进入unityshaders.bundle包里
输出json,可以查看keyword做相应的剔除
AssetPath": "Resources/unity_builtin_extra",
"ShaderName": "Standard",
"ShaderVariantElements": [
{
"PassType": 4,
"Keywords": [
"DIRECTIONAL",
"LIGHTPROBE_SH",
"SHADOWS_SCREEN",
"SHADOWS_SPLIT_SPHERES"
]
},
{
"PassType": 4,
"Keywords": [
"DIRECTIONAL",
"LIGHTPROBE_SH",
"SHADOWS_SCREEN",
"SHADOWS_SPLIT_SPHERES",
"_EMISSION"
]
},
打包时去掉keyword代码示例
public class StripInstancingOnKeyword : IPreprocessShaders
{
public int callbackOrder
{
//多个回调处理的处理顺序
get { return 0; }
}
//在执行打包assetbundle会处理
public void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> inputData)
{
Debug.Log(string.Format("shader:{0}", shader.name));
//反向遍历,有利于删除
for (int i = inputData.Count - 1; i >= 0; i--)
{
ShaderCompilerData input = inputData[i];
//Global And Local Keyword
if (input.shaderKeywordSet.IsEnabled(new ShaderKeyword("DIRECTIONAL")) ||
input.shaderKeywordSet.IsEnabled(new ShaderKeyword(shader, "DIRECTIONAL")))
{
Debug.Log(string.Format("剔除shader:{0},变体{1}", shader.name, "DIRECTIONAL"));
inputData.RemoveAt(i);
}
}
}
}