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
///