private void OnGUI() { EditorGUILayout.Space(); ShaderVariantCollectorSettingData.Setting.SavePath = EditorGUILayout.TextField("收集文件保存路径", ShaderVariantCollectorSettingData.Setting.SavePath); int currentShaderCount = ShaderVariantCollector.GetCurrentShaderVariantCollectionShaderCount(); int currentVariantCount = ShaderVariantCollector.GetCurrentShaderVariantCollectionVariantCount(); EditorGUILayout.LabelField($"CurrentShaderCount : {currentShaderCount}"); EditorGUILayout.LabelField($"CurrentVariantCount : {currentVariantCount}"); // 搜集变种 EditorGUILayout.Space(); if (GUILayout.Button("搜集变种", GUILayout.MaxWidth(80))) { ShaderVariantCollector.Run(ShaderVariantCollectorSettingData.Setting.SavePath); } // 查询 EditorGUILayout.Space(); if (GUILayout.Button("查询", GUILayout.MaxWidth(80))) { string resultPath = EditorTools.OpenFilePath("Select File", "Assets/", "shadervariants"); if (string.IsNullOrEmpty(resultPath)) { return; } string assetPath = EditorTools.AbsolutePathToAssetPath(resultPath); _selectSVC = AssetDatabase.LoadAssetAtPath <ShaderVariantCollection>(assetPath); } if (_selectSVC != null) { EditorGUILayout.LabelField($"ShaderCount : {_selectSVC.shaderCount}"); EditorGUILayout.LabelField($"VariantCount : {_selectSVC.variantCount}"); } }