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				@@ -101,6 +101,10 @@ namespace GFGEditor 
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				         public static string MaterialTargetPath = $"{ResPathUtil.Material_DIR_PATH}/Effect/"; 
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				         public static string EffectMaterialMd5FileSaveName = "EffectMaterialMd5"; 
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				+        public static string[] ShaderSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.Shader_DIR_PATH}/" }; } } 
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				+        public static string ShaderTargetPath = $"{ResPathUtil.Shader_DIR_PATH}/"; 
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				+        public static string ShaderMd5FileSaveName = "ShaderMd5"; 
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				+ 
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				         public static string[] TextureSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.Texture_DIR_PATH}/Effect/" }; } } 
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				         public static string TextureTargetPath = $"{ResPathUtil.Texture_DIR_PATH}/Effect/"; 
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				@@ -201,6 +205,9 @@ namespace GFGEditor 
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				             //材质 
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				             EditorUtility.DisplayProgressBar("进度", "正在导入特效材质", 1); 
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				             ImportRes(MaterialSrcPaths, MaterialTargetPath, EffectMaterialMd5FileSaveName); 
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				+            //Shader 
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				+            EditorUtility.DisplayProgressBar("进度", "正在导入Shader", 1); 
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				+            ImportRes(ShaderSrcPaths, ShaderTargetPath, ShaderMd5FileSaveName); 
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				             //图片 
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				             EditorUtility.DisplayProgressBar("进度", "正在导入特效图片", 1); 
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				@@ -232,7 +239,7 @@ namespace GFGEditor 
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				             } 
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				             foreach (string dir in sourceDirs) 
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				             { 
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				-                files = FileUtil.CopyFilesTo(dir, targetDir, saveName, new string[] { ".png", ".jpg", ".mp3", ".meta", ".mat" }, ragule); 
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				+                files = FileUtil.CopyFilesTo(dir, targetDir, saveName, new string[] { ".png", ".jpg", ".mp3", ".meta", ".mat", ".shader" }, ragule); 
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				                 foreach (var file in files) 
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				                 { 
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				                     Debug.LogFormat("更新{0}", file); 
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