From 0b409436a01945b417d0d40e3d6659ce6d950b65 Mon Sep 17 00:00:00 2001
From: Alex-Rachel <574809918@qq.com>
Date: Tue, 13 May 2025 12:36:58 +0800
Subject: [PATCH] =?UTF-8?q?=E4=B8=80=E9=94=AE=E6=89=93=E5=8C=85=E9=9C=80?=
=?UTF-8?q?=E8=A6=81=E6=94=AF=E6=8C=81SBP=E6=9E=84=E5=BB=BA=E5=86=85?=
=?UTF-8?q?=E7=BD=AE=E7=9D=80=E8=89=B2=E5=99=A8=E8=B5=84=E6=BA=90=E5=8C=85?=
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一键打包需要支持SBP构建内置着色器资源包
---
.../TEngine/Editor/ReleaseTools/ReleaseTools.cs | 14 +++++++++++++-
1 file changed, 13 insertions(+), 1 deletion(-)
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
///