diff --git a/UnityProject/Assets/TEngine/Editor/ReleaseTools/ReleaseTools.cs b/UnityProject/Assets/TEngine/Editor/ReleaseTools/ReleaseTools.cs index b2be4a1c..7cda6006 100644 --- a/UnityProject/Assets/TEngine/Editor/ReleaseTools/ReleaseTools.cs +++ b/UnityProject/Assets/TEngine/Editor/ReleaseTools/ReleaseTools.cs @@ -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 } } + /// + /// 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! + /// + private static string GetBuiltinShaderBundleName(string packageName) + { + var uniqueBundleName = AssetBundleCollectorSettingData.Setting.UniqueBundleName; + var packRuleResult = DefaultPackRule.CreateShadersPackRuleResult(); + return packRuleResult.GetBundleName(packageName, uniqueBundleName); + } + /// /// 创建加密类实例 ///