Unity收集shadervariants(shader变体,BDFramework框架内容),获取依赖文件,设置ab

using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEditor;using UnityEngine.Rendering;using System;using System.IO;using System.Linq;using System.Reflection;namespace LFramework{ public class ComonABEditor
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
using System;
using System.IO;
using System.Linq;
using System.Reflection;

namespace LFramework
{
   
    public class ComonABEditor : Editor
    {
   
        private ShaderVariantCollection svc;
        readonly public static string ALL_SHADER_VARAINT_PATH = "Assets/Sources/Common/AllShaders.shadervariants";
        readonly public static string Tools_SVC_PATH = "Assets/Sources/Common/Tools.shadervariants";
        #region FindMaterial

        static List<string> allShaderPathList = new List<string>();
        static List<string> allMaterialPathList = new List<string>();

        public static void GenShaderVariant()
        {
   
            allShaderPathList.Clear();
            //先搜集所有keyword到工具类SVC
            toolSVC = new ShaderVariantCollection();
            var shaders = GetAllShaders();
            foreach (var shader in shaders)
            {
   
                ShaderVariantCollection.ShaderVariant sv         = new ShaderVariantCollection.ShaderVariant();
                var                                   shaderPath = AssetDatabase.GUIDToAssetPath(shader);
                sv.shader = AssetDatabase.LoadAssetAtPath<Shader>(shaderPath);
                toolSVC.Add(sv);
                //
                allShaderPathList.Add(shaderPath);
            }

            //放空
            FileHelper.WriteAllText(Tools_SVC_PATH, "");
            AssetDatabase.DeleteAsset(Tools_SVC_PATH);
            AssetDatabase.CreateAsset(toolSVC, Tools_SVC_PATH);


            //搜索所有Mat
            var assets  = GetAllPrefabs();
            List<string> allMats = new List<string>();
            //GUID to assetPath
            for (int i = 0; i < assets.Count; i++)
            {
   
                var p = AssetDatabase.GUIDToAssetPath(assets[i]);
                //获取依赖中的mat
                var dependenciesPath = AssetDatabase.GetDependencies(p, true);
                var mats             = dependenciesPath.ToList().FindAll((dp) => dp.EndsWith(".mat"));
                allMats.AddRange(mats);
            }

            //处理所有的 material
            allMats = allMats.Distinct().ToList();


            float count = 1;
            foreach (var mat in allMats)
            {
   
                var obj = AssetDatabase.LoadMainAssetAtPath(mat);
                if (obj is Material)
                {
   
                    var _mat = obj as Material;
                    EditorUtility.DisplayProgressBar("处理mat", string.Format("处理:{0} - {1}", Path.GetFileName(mat), _mat.shader.name), count / allMats.Count);
                    AddToDict(_mat);
                }

                count++;
            }

            EditorUtility.ClearProgressBar();
            //所有的svc
            ShaderVariantCollection svc = new ShaderVariantCollection();
            foreach (var item in ShaderVariantDict)
            {
   
                foreach (var _sv in item.Value)
                {
   
                    svc.Add(_sv);
                }
            }

            AssetDatabase.DeleteAsset(ALL_SHADER_VARAINT_PATH);
            AssetDatabase.CreateAsset(svc, ALL_SHADER_VARAINT_PATH);
            AssetDatabase.Refresh();
        }


        public class ShaderData
        {
   
            public  int[]      PassTypes         = new int[] {
    };
            public string[][] KeyWords          =
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