using UnityEngine; using UnityEditor; public class ShaderVariantCollectorSetting : ScriptableObject { private const string DefaultSavePath = "Assets/MyShaderVariants.shadervariants"; public static string GeFileSavePath(string packageName) { string key = $"{Application.productName}_{packageName}_GeFileSavePath"; return EditorPrefs.GetString(key, DefaultSavePath); } public static void SetFileSavePath(string packageName, string savePath) { string key = $"{Application.productName}_{packageName}_GeFileSavePath"; EditorPrefs.SetString(key, savePath); } public static int GeProcessCapacity(string packageName) { string key = $"{Application.productName}_{packageName}_GeProcessCapacity"; return EditorPrefs.GetInt(key, 1000); } public static void SetProcessCapacity(string packageName, int capacity) { string key = $"{Application.productName}_{packageName}_GeProcessCapacity"; EditorPrefs.SetInt(key, capacity); } }