一键打包需要支持SBP构建内置着色器资源包

一键打包需要支持SBP构建内置着色器资源包
This commit is contained in:
Alex-Rachel
2025-05-13 12:36:58 +08:00
parent cc799ce426
commit 0b409436a0

View File

@@ -130,6 +130,8 @@ namespace TEngine
buildParameters = scriptableBuildParameters;
scriptableBuildParameters.CompressOption = ECompressOption.LZ4;
scriptableBuildParameters.BuiltinShadersBundleName = GetBuiltinShaderBundleName("DefaultPackage");
}
buildParameters.BuildOutputRoot = AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
@@ -149,7 +151,6 @@ namespace TEngine
buildParameters.ClearBuildCacheFiles = false; //不清理构建缓存,启用增量构建,可以提高打包速度!
buildParameters.UseAssetDependencyDB = true; //使用资源依赖关系数据库,可以提高打包速度!
var buildResult = pipeline.Run(buildParameters, true);
if (buildResult.Success)
{
@@ -161,6 +162,17 @@ namespace TEngine
}
}
/// <summary>
/// 内置着色器资源包名称
/// 注意:和自动收集的着色器资源包名保持一致!
/// </summary>
private static string GetBuiltinShaderBundleName(string packageName)
{
var uniqueBundleName = AssetBundleCollectorSettingData.Setting.UniqueBundleName;
var packRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
return packRuleResult.GetBundleName(packageName, uniqueBundleName);
}
/// <summary>
/// 创建加密类实例
/// </summary>