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https://github.com/tuyoogame/YooAsset.git
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Initial commit
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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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