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try to read shader after Unity 5.4
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parent
d02a4ea02e
commit
14bd7f9789
@ -1,4 +1,9 @@
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using System.Text;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using Lz4;
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namespace Unity_Studio
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{
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@ -25,19 +30,39 @@ namespace Unity_Studio
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if (readSwitch)
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{
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if (sourceFile.version[0] == 5 && sourceFile.version[1] >= 5 || sourceFile.version[0] > 5)
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if (sourceFile.version[0] == 5 && sourceFile.version[1] >= 5 || sourceFile.version[0] > 5)//5.5.0 and up
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{
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string str;
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if ((str = preloadData.ViewStruct()) != null)
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a_Stream.Position = preloadData.Offset;
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ClassStruct classStructure;
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//TODO 不依赖Bundle进行读取
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if (sourceFile.ClassStructures.TryGetValue(preloadData.Type1, out classStructure))
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{
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m_Script = Encoding.UTF8.GetBytes(str);
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var member = classStructure.members;
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m_Script = ReadSerializedShader(member, a_Stream);
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}
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else
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{
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m_Script = Encoding.UTF8.GetBytes("Serialized Shader can't be read");
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}
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}
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else
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else
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{
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m_Script = a_Stream.ReadBytes(a_Stream.ReadInt32());
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if (sourceFile.version[0] == 5 && sourceFile.version[1] >= 3) //5.3 - 5.4
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{
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a_Stream.AlignStream(4);
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a_Stream.ReadAlignedString(a_Stream.ReadInt32());//m_PathName
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var decompressedSize = a_Stream.ReadUInt32();
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var m_SubProgramBlob = a_Stream.ReadBytes(a_Stream.ReadInt32());
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var decompressedBytes = new byte[decompressedSize];
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using (var mstream = new MemoryStream(m_SubProgramBlob))
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{
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var decoder = new Lz4DecoderStream(mstream);
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decoder.Read(decompressedBytes, 0, (int)decompressedSize);
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decoder.Dispose();
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}
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m_Script = m_Script.Concat(decompressedBytes.ToArray()).ToArray();
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}
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}
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}
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else
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@ -47,5 +72,122 @@ namespace Unity_Studio
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preloadData.SubItems.AddRange(new[] { preloadData.TypeString, preloadData.Size.ToString() });
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}
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}
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private static byte[] ReadSerializedShader(List<ClassMember> members, EndianStream a_Stream)
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{
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var offsets = new List<uint>();
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var compressedLengths = new List<uint>();
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var decompressedLengths = new List<uint>();
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for (int i = 0; i < members.Count; i++)
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{
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var member = members[i];
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var level = member.Level;
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var varTypeStr = member.Type;
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if (member.Name == "offsets")
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{
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var offsets_size = a_Stream.ReadInt32();
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for (int j = 0; j < offsets_size; j++)
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{
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offsets.Add(a_Stream.ReadUInt32());
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}
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var compressedLengths_size = a_Stream.ReadInt32();
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for (int j = 0; j < compressedLengths_size; j++)
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{
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compressedLengths.Add(a_Stream.ReadUInt32());
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}
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var decompressedLengths_size = a_Stream.ReadInt32();
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for (int j = 0; j < decompressedLengths_size; j++)
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{
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decompressedLengths.Add(a_Stream.ReadUInt32());
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}
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var compressedBlob = a_Stream.ReadBytes(a_Stream.ReadInt32());
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var decompressedStream = new MemoryStream();
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for (int j = 0; j < offsets.Count; j++)
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{
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var compressedBytes = new byte[compressedLengths[j]];
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Array.Copy(compressedBlob, offsets[j], compressedBytes, 0, compressedLengths[j]);
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var decompressedBytes = new byte[decompressedLengths[j]];
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using (var mstream = new MemoryStream(compressedBytes))
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{
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var decoder = new Lz4DecoderStream(mstream);
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decoder.Read(decompressedBytes, 0, (int)decompressedLengths[j]);
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decoder.Dispose();
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}
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decompressedStream.Write(decompressedBytes, 0, decompressedBytes.Length);
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}
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var decompressedBlob = decompressedStream.ToArray();
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return decompressedBlob;
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}
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var align = (member.Flag & 0x4000) != 0;
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if (varTypeStr == "SInt8")//sbyte
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{
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a_Stream.ReadSByte();
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}
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else if (varTypeStr == "UInt8")//byte
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{
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a_Stream.ReadByte();
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}
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else if (varTypeStr == "short" || varTypeStr == "SInt16")//Int16
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{
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a_Stream.ReadInt16();
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}
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else if (varTypeStr == "UInt16" || varTypeStr == "unsigned short")//UInt16
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{
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a_Stream.ReadUInt16();
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}
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else if (varTypeStr == "int" || varTypeStr == "SInt32")//Int32
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{
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a_Stream.ReadInt32();
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}
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else if (varTypeStr == "UInt32" || varTypeStr == "unsigned int")//UInt32
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{
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a_Stream.ReadUInt32();
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}
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else if (varTypeStr == "long long" || varTypeStr == "SInt64")//Int64
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{
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a_Stream.ReadInt64();
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}
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else if (varTypeStr == "UInt64" || varTypeStr == "unsigned long long")//UInt64
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{
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a_Stream.ReadUInt64();
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}
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else if (varTypeStr == "float")//float
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{
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a_Stream.ReadSingle();
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}
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else if (varTypeStr == "double")//double
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{
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a_Stream.ReadDouble();
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}
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else if (varTypeStr == "bool")//bool
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{
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a_Stream.ReadBoolean();
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}
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else if (varTypeStr == "string")//string
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{
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a_Stream.ReadAlignedString(a_Stream.ReadInt32());
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i += 3;//skip
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}
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else if (varTypeStr == "Array")//Array
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{
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if ((members[i - 1].Flag & 0x4000) != 0)
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align = true;
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var size = a_Stream.ReadInt32();
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var array = AssetPreloadData.ReadArray(members, level, i);
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for (int j = 0; j < size; j++)
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{
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ReadSerializedShader(array, a_Stream);
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}
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i += array.Count + 1;//skip
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}
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else
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{
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align = false;
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}
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if (align)
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a_Stream.AlignStream(4);
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}
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return null;
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}
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}
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}
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@ -127,7 +127,7 @@ namespace Unity_Studio
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}
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}
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private static List<ClassMember> ReadArray(List<ClassMember> members, int level, int index)
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public static List<ClassMember> ReadArray(List<ClassMember> members, int level, int index)
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{
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var member2 = new List<ClassMember>();
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for (int i = index + 2; i < members.Count; i++)//skip int size
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