mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-26 10:40:14 +00:00
Initial commit
This commit is contained in:
@@ -0,0 +1,112 @@
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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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namespace YooAsset.Editor
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{
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public static class ShaderVariantCollectionHelper
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{
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[Serializable]
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public class ShaderVariantWrapper
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{
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/// <summary>
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/// Shader asset path in editor.
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/// </summary>
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public string AssetPath;
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/// <summary>
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/// Shader name.
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/// </summary>
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public string ShaderName;
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/// <summary>
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/// Pass type to use in this variant.
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/// </summary>
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public PassType PassType;
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/// <summary>
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/// Array of shader keywords to use in this variant.
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/// </summary>
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public string[] Keywords;
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public ShaderVariantWrapper(string assetPath, string shaderName, PassType passType, params string[] keywords)
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{
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AssetPath = assetPath;
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ShaderName = shaderName;
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PassType = passType;
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Keywords = keywords;
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}
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}
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[Serializable]
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public class ShaderVariantCollectionWrapper
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{
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/// <summary>
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/// Number of shaders in this collection
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/// </summary>
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public int ShaderCount;
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/// <summary>
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/// Number of total varians in this collection
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/// </summary>
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public int VariantCount;
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/// <summary>
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/// Shader variants list.
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/// </summary>
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public List<ShaderVariantWrapper> ShaderVariants = new List<ShaderVariantWrapper>(1000);
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public void Add(ShaderVariantWrapper variant)
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{
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ShaderVariants.Add(variant);
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}
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}
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public static ShaderVariantCollectionWrapper Extract(ShaderVariantCollection svc)
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{
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var result = new ShaderVariantCollectionWrapper();
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using (var so = new SerializedObject(svc))
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{
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var shaderArray = so.FindProperty("m_Shaders.Array");
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if (shaderArray != null && shaderArray.isArray)
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{
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for (int i = 0; i < shaderArray.arraySize; ++i)
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{
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var shaderRef = shaderArray.FindPropertyRelative($"data[{i}].first");
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var shaderVariantsArray = shaderArray.FindPropertyRelative($"data[{i}].second.variants");
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if (shaderRef != null && shaderRef.propertyType == SerializedPropertyType.ObjectReference && shaderVariantsArray != null && shaderVariantsArray.isArray)
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{
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var shader = shaderRef.objectReferenceValue as Shader;
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if (shader == null)
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{
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throw new Exception("Invalid shader in ShaderVariantCollection file.");
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}
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string shaderAssetPath = AssetDatabase.GetAssetPath(shader);
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string shaderName = shader.name;
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// 添加变种信息
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for (int j = 0; j < shaderVariantsArray.arraySize; ++j)
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{
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var propKeywords = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].keywords");
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var propPassType = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].passType");
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if (propKeywords != null && propPassType != null && propKeywords.propertyType == SerializedPropertyType.String)
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{
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string[] keywords = propKeywords.stringValue.Split(' ');
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PassType pathType = (PassType)propPassType.intValue;
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result.Add(new ShaderVariantWrapper(shaderAssetPath, shaderName, pathType, keywords));
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}
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}
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}
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}
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}
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}
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return result;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ab74d4ff4a2805147883de70a1559a0a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,213 @@
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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 System.Linq;
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using System.IO;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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namespace YooAsset.Editor
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{
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[InitializeOnLoad]
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public static class ShaderVariantCollector
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{
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private const float WaitMilliseconds = 1000f;
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private static string _saveFilePath;
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private static bool _isStarted = false;
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private static readonly Stopwatch _elapsedTime = new Stopwatch();
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static ShaderVariantCollector()
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{
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EditorApplication.update += EditorUpdate;
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}
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private static void EditorUpdate()
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{
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// 注意:一定要延迟保存才会起效
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if (_isStarted && _elapsedTime.ElapsedMilliseconds > WaitMilliseconds)
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{
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_isStarted = false;
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_elapsedTime.Stop();
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// 保存结果
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SaveCurrentShaderVariantCollection();
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// 创建说明文件
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CreateReadme();
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}
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}
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private static void CreateReadme()
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{
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
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ShaderVariantCollection svc = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(_saveFilePath);
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if(svc != null)
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{
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var wrapper = ShaderVariantCollectionHelper.Extract(svc);
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string jsonContents = JsonUtility.ToJson(wrapper, true);
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string savePath = _saveFilePath.Replace(".shadervariants", ".json");
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File.WriteAllText(savePath, jsonContents);
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}
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
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}
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/// <summary>
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/// 开始收集
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/// </summary>
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public static void Run(string saveFilePath)
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{
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if (_isStarted)
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return;
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if (Path.HasExtension(saveFilePath) == false)
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saveFilePath = $"{saveFilePath}.shadervariants";
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if (Path.GetExtension(saveFilePath) != ".shadervariants")
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throw new System.Exception("Shader variant file extension is invalid.");
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EditorTools.CreateFileDirectory(saveFilePath);
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_saveFilePath = saveFilePath;
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// 聚焦到游戏窗口
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EditorTools.FocusUnityGameWindow();
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// 清空旧数据
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ClearCurrentShaderVariantCollection();
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// 创建临时测试场景
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CreateTemperScene();
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// 收集着色器变种
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var materials = GetAllMaterials();
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CollectVariants(materials);
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_isStarted = true;
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_elapsedTime.Reset();
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_elapsedTime.Start();
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UnityEngine.Debug.LogWarning("已经启动着色器变种收集工作,该工具只支持在编辑器下人工操作!");
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}
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private static void CreateTemperScene()
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{
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// 创建临时场景
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EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
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}
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private static List<Material> GetAllMaterials()
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{
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int progressValue = 0;
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List<string> allAssets = new List<string>(1000);
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// 获取所有打包的资源
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List<AssetCollectInfo> allCollectInfos = AssetBundleCollectorSettingData.GetAllCollectAssets();
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List<string> collectAssets = allCollectInfos.Select(t => t.AssetPath).ToList();
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foreach (var assetPath in collectAssets)
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{
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string[] depends = AssetDatabase.GetDependencies(assetPath, true);
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foreach (var depend in depends)
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{
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if (allAssets.Contains(depend) == false)
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allAssets.Add(depend);
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}
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EditorTools.DisplayProgressBar("获取所有打包资源", ++progressValue, collectAssets.Count);
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}
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EditorTools.ClearProgressBar();
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// 搜集所有材质球
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progressValue = 0;
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var shaderDic = new Dictionary<Shader, List<Material>>(100);
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foreach (var assetPath in allAssets)
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{
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System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.Material))
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{
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var material = AssetDatabase.LoadAssetAtPath<Material>(assetPath);
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var shader = material.shader;
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if (shader == null)
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continue;
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if (shaderDic.ContainsKey(shader) == false)
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{
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shaderDic.Add(shader, new List<Material>());
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}
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if (shaderDic[shader].Contains(material) == false)
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{
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shaderDic[shader].Add(material);
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}
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}
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EditorTools.DisplayProgressBar("搜集所有材质球", ++progressValue, allAssets.Count);
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}
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EditorTools.ClearProgressBar();
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// 返回结果
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var materials = new List<Material>(1000);
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foreach (var valuePair in shaderDic)
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{
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materials.AddRange(valuePair.Value);
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}
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return materials;
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}
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private static void CollectVariants(List<Material> materials)
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{
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Camera camera = Camera.main;
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if(camera == null)
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throw new System.Exception("Not found main camera.");
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// 设置主相机
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float aspect = camera.aspect;
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int totalMaterials = materials.Count;
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float height = Mathf.Sqrt(totalMaterials / aspect) + 1;
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float width = Mathf.Sqrt(totalMaterials / aspect) * aspect + 1;
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float halfHeight = Mathf.CeilToInt(height / 2f);
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float halfWidth = Mathf.CeilToInt(width / 2f);
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camera.orthographic = true;
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camera.orthographicSize = halfHeight;
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camera.transform.position = new Vector3(0f, 0f, -10f);
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// 创建测试球体
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int xMax = (int)(width - 1);
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int x = 0, y = 0;
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int progressValue = 0;
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for (int i = 0; i < materials.Count; i++)
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{
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var material = materials[i];
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var position = new Vector3(x - halfWidth + 1f, y - halfHeight + 1f, 0f);
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CreateSphere(material, position, i);
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if (x == xMax)
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{
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x = 0;
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y++;
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}
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else
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{
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x++;
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}
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EditorTools.DisplayProgressBar("测试所有材质球", ++progressValue, materials.Count);
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}
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EditorTools.ClearProgressBar();
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}
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private static void CreateSphere(Material material, Vector3 position, int index)
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{
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var go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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go.GetComponent<Renderer>().material = material;
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go.transform.position = position;
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go.name = $"Sphere_{index}|{material.name}";
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}
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private static void ClearCurrentShaderVariantCollection()
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{
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EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "ClearCurrentShaderVariantCollection");
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}
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private static void SaveCurrentShaderVariantCollection()
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{
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EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "SaveCurrentShaderVariantCollection", _saveFilePath);
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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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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 21b4cc6bf4c0c064d8e2687024e24c86
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,58 @@
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using UnityEngine;
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using UnityEditor;
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namespace YooAsset.Editor
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{
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public class ShaderVariantCollectionWindow : EditorWindow
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{
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static ShaderVariantCollectionWindow _thisInstance;
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[MenuItem("YooAsset/ShaderVariant Collector", false, 203)]
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static void ShowWindow()
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{
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if (_thisInstance == null)
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{
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_thisInstance = EditorWindow.GetWindow(typeof(ShaderVariantCollectionWindow), false, "着色器变种收集工具", true) as ShaderVariantCollectionWindow;
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_thisInstance.minSize = new Vector2(800, 600);
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}
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_thisInstance.Show();
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}
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private string _saveFilePath = "Assets/MyShaderVariants.shadervariants";
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private ShaderVariantCollection _selectSVC;
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private void OnGUI()
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{
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EditorGUILayout.Space();
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_saveFilePath = EditorGUILayout.TextField("收集文件保存路径", _saveFilePath);
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int currentShaderCount = ShaderVariantCollector.GetCurrentShaderVariantCollectionShaderCount();
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int currentVariantCount = ShaderVariantCollector.GetCurrentShaderVariantCollectionVariantCount();
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EditorGUILayout.LabelField($"CurrentShaderCount : {currentShaderCount}");
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EditorGUILayout.LabelField($"CurrentVariantCount : {currentVariantCount}");
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// 搜集变种
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EditorGUILayout.Space();
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if (GUILayout.Button("搜集变种", GUILayout.MaxWidth(80)))
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{
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ShaderVariantCollector.Run(_saveFilePath);
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}
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// 查询
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EditorGUILayout.Space();
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if (GUILayout.Button("查询", GUILayout.MaxWidth(80)))
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{
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string resultPath = EditorTools.OpenFilePath("Select File", "Assets/", "shadervariants");
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if (string.IsNullOrEmpty(resultPath))
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return;
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string assetPath = EditorTools.AbsolutePathToAssetPath(resultPath);
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_selectSVC = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(assetPath);
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}
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if (_selectSVC != null)
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{
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EditorGUILayout.LabelField($"ShaderCount : {_selectSVC.shaderCount}");
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EditorGUILayout.LabelField($"VariantCount : {_selectSVC.variantCount}");
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 70401cc80b9807e46bd8283e01b4302f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user