Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

450 行
24 KiB

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEditor.Rendering.Universal
{
internal sealed class UniversalRenderPipelineMaterialUpgrader
{
private UniversalRenderPipelineMaterialUpgrader()
{
}
[MenuItem("Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to UniversalRP Materials", priority = CoreUtils.editMenuPriority2)]
private static void UpgradeProjectMaterials()
{
List<MaterialUpgrader> upgraders = new List<MaterialUpgrader>();
GetUpgraders(ref upgraders);
MaterialUpgrader.UpgradeProjectFolder(upgraders, "Upgrade to UniversalRP Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound);
}
[MenuItem("Edit/Render Pipeline/Universal Render Pipeline/Upgrade Selected Materials to UniversalRP Materials", priority = CoreUtils.editMenuPriority2)]
private static void UpgradeSelectedMaterials()
{
List<MaterialUpgrader> upgraders = new List<MaterialUpgrader>();
GetUpgraders(ref upgraders);
MaterialUpgrader.UpgradeSelection(upgraders, "Upgrade to UniversalRP Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound);
}
private static void GetUpgraders(ref List<MaterialUpgrader> upgraders)
{
/////////////////////////////////////
// Unity Standard Upgraders //
/////////////////////////////////////
upgraders.Add(new StandardUpgrader("Standard"));
upgraders.Add(new StandardUpgrader("Standard (Specular setup)"));
/////////////////////////////////////
// Legacy Shaders upgraders /
/////////////////////////////////////
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse Detail", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse Fast", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Parallax Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Parallax Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/VertexLit", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/VertexLit", SupportedUpgradeParams.specularAlphaCutout));
// Reflective
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Diffuse", SupportedUpgradeParams.diffuseCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Specular", SupportedUpgradeParams.specularCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Unlit", SupportedUpgradeParams.diffuseCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped VertexLit", SupportedUpgradeParams.diffuseCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Diffuse", SupportedUpgradeParams.diffuseCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Specular", SupportedUpgradeParams.specularCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/VertexLit", SupportedUpgradeParams.diffuseCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Parallax Diffuse", SupportedUpgradeParams.diffuseCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Parallax Specular", SupportedUpgradeParams.specularCubemap));
// Self-Illum upgrader
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Parallax Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Parallax Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/VertexLit", SupportedUpgradeParams.specularOpaque));
// Alpha Blended
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Diffuse", SupportedUpgradeParams.diffuseAlpha));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Specular", SupportedUpgradeParams.specularAlpha));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Bumped Diffuse", SupportedUpgradeParams.diffuseAlpha));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Bumped Specular", SupportedUpgradeParams.specularAlpha));
// Cutout
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Diffuse", SupportedUpgradeParams.diffuseAlphaCutout));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Specular", SupportedUpgradeParams.specularAlphaCutout));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Diffuse", SupportedUpgradeParams.diffuseAlphaCutout));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Specular", SupportedUpgradeParams.specularAlphaCutout));
// Lightmapped
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/VertexLit", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Bumped Specular", SupportedUpgradeParams.specularOpaque));
/////////////////////////////////////
// Sprites Upgraders
/////////////////////////////////////
upgraders.Add(new StandardSimpleLightingUpgrader("Sprites/Diffuse", SupportedUpgradeParams.diffuseAlpha));
/////////////////////////////////////
// UI Upgraders
/////////////////////////////////////
upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Bumped", SupportedUpgradeParams.diffuseAlphaCutout));
upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Detail", SupportedUpgradeParams.diffuseAlphaCutout));
upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Refraction", SupportedUpgradeParams.diffuseAlphaCutout));
upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Refraction Detail", SupportedUpgradeParams.diffuseAlphaCutout));
upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Transparent", SupportedUpgradeParams.diffuseAlpha));
/////////////////////////////////////
// Mobile Upgraders /
/////////////////////////////////////
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Specular (1 Directional Light)", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Unlit (Supports Lightmap)", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit (Only Directional Lights)", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Particles/VertexLit Blended", SupportedUpgradeParams.specularOpaque));
////////////////////////////////////
// Terrain Upgraders //
////////////////////////////////////
upgraders.Add(new TerrainUpgrader("Nature/Terrain/Standard"));
////////////////////////////////////
// Particle Upgraders //
////////////////////////////////////
upgraders.Add(new ParticleUpgrader("Particles/Standard Surface"));
upgraders.Add(new ParticleUpgrader("Particles/Standard Unlit"));
upgraders.Add(new ParticleUpgrader("Particles/VertexLit Blended"));
////////////////////////////////////
// Autodesk Interactive //
////////////////////////////////////
upgraders.Add(new AutodeskInteractiveUpgrader("Autodesk Interactive"));
}
}
[MovedFrom("UnityEditor.Rendering.LWRP")] public static class SupportedUpgradeParams
{
static public UpgradeParams diffuseOpaque = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Opaque,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.NoSpecular,
smoothnessSource = SmoothnessSource.BaseAlpha,
};
static public UpgradeParams specularOpaque = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Opaque,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.SpecularTextureAndColor,
smoothnessSource = SmoothnessSource.BaseAlpha,
};
static public UpgradeParams diffuseAlpha = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Transparent,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.NoSpecular,
smoothnessSource = SmoothnessSource.SpecularAlpha,
};
static public UpgradeParams specularAlpha = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Transparent,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.SpecularTextureAndColor,
smoothnessSource = SmoothnessSource.SpecularAlpha,
};
static public UpgradeParams diffuseAlphaCutout = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Opaque,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = true,
specularSource = SpecularSource.NoSpecular,
smoothnessSource = SmoothnessSource.SpecularAlpha,
};
static public UpgradeParams specularAlphaCutout = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Opaque,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = true,
specularSource = SpecularSource.SpecularTextureAndColor,
smoothnessSource = SmoothnessSource.SpecularAlpha,
};
static public UpgradeParams diffuseCubemap = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Opaque,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.NoSpecular,
smoothnessSource = SmoothnessSource.BaseAlpha,
};
static public UpgradeParams specularCubemap = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Opaque,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.SpecularTextureAndColor,
smoothnessSource = SmoothnessSource.BaseAlpha,
};
static public UpgradeParams diffuseCubemapAlpha = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Transparent,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.NoSpecular,
smoothnessSource = SmoothnessSource.BaseAlpha,
};
static public UpgradeParams specularCubemapAlpha = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Transparent,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.SpecularTextureAndColor,
smoothnessSource = SmoothnessSource.BaseAlpha,
};
}
[MovedFrom("UnityEditor.Rendering.LWRP")] public class StandardUpgrader : MaterialUpgrader
{
public static void UpdateStandardMaterialKeywords(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
if(material.GetTexture("_MetallicGlossMap"))
material.SetFloat("_Smoothness", material.GetFloat("_GlossMapScale"));
else
material.SetFloat("_Smoothness", material.GetFloat("_Glossiness"));
material.SetFloat("_WorkflowMode", 1.0f);
CoreUtils.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap"));
CoreUtils.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
}
public static void UpdateStandardSpecularMaterialKeywords(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
if(material.GetTexture("_SpecGlossMap"))
material.SetFloat("_Smoothness", material.GetFloat("_GlossMapScale"));
else
material.SetFloat("_Smoothness", material.GetFloat("_Glossiness"));
material.SetFloat("_WorkflowMode", 0.0f);
CoreUtils.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap"));
CoreUtils.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
CoreUtils.SetKeyword(material, "_SPECULAR_SETUP", true);
}
public StandardUpgrader(string oldShaderName)
{
if (oldShaderName == null)
throw new ArgumentNullException("oldShaderName");
string standardShaderPath = ShaderUtils.GetShaderPath(ShaderPathID.Lit);
if (oldShaderName.Contains("Specular"))
{
RenameShader(oldShaderName, standardShaderPath, UpdateStandardSpecularMaterialKeywords);
}
else
{
RenameShader(oldShaderName, standardShaderPath, UpdateStandardMaterialKeywords);
}
RenameTexture("_MainTex", "_BaseMap");
RenameColor("_Color", "_BaseColor");
RenameFloat("_GlossyReflections", "_EnvironmentReflections");
}
}
internal class StandardSimpleLightingUpgrader : MaterialUpgrader
{
public StandardSimpleLightingUpgrader(string oldShaderName, UpgradeParams upgradeParams)
{
if (oldShaderName == null)
throw new ArgumentNullException("oldShaderName");
RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SimpleLit), UpdateMaterialKeywords);
SetFloat("_Surface", (float)upgradeParams.surfaceType);
SetFloat("_Blend", (float)upgradeParams.blendMode);
SetFloat("_AlphaClip", upgradeParams.alphaClip ? 1 : 0);
SetFloat("_SpecularHighlights", (float)upgradeParams.specularSource);
SetFloat("_SmoothnessSource", (float)upgradeParams.smoothnessSource);
RenameTexture("_MainTex", "_BaseMap");
RenameColor("_Color", "_BaseColor");
RenameFloat("_Shininess", "_Smoothness");
if (oldShaderName.Contains("Legacy Shaders/Self-Illumin"))
{
RenameTexture("_Illum", "_EmissionMap");
RemoveTexture("_Illum");
SetColor("_EmissionColor", Color.white);
}
}
public static void UpdateMaterialKeywords(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
material.shaderKeywords = null;
BaseShaderGUI.SetupMaterialBlendMode(material);
UpdateMaterialSpecularSource(material);
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap"));
// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.
// The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.
MaterialEditor.FixupEmissiveFlag(material);
bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0;
CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
}
private static void UpdateMaterialSpecularSource(Material material)
{
SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecSource");
if (specSource == SpecularSource.NoSpecular)
{
CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", false);
CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", false);
CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false);
}
else
{
SmoothnessSource glossSource = (SmoothnessSource)material.GetFloat("_SmoothnessSource");
bool hasGlossMap = material.GetTexture("_SpecGlossMap");
CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", hasGlossMap);
CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", !hasGlossMap);
CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", glossSource == SmoothnessSource.BaseAlpha);
}
}
}
[MovedFrom("UnityEditor.Rendering.LWRP")] public class TerrainUpgrader : MaterialUpgrader
{
public TerrainUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.TerrainLit));
}
}
[MovedFrom("UnityEditor.Rendering.LWRP")] public class ParticleUpgrader : MaterialUpgrader
{
public ParticleUpgrader(string oldShaderName)
{
if (oldShaderName == null)
throw new ArgumentNullException("oldShaderName");
RenameFloat("_Mode", "_Surface");
if (oldShaderName.Contains("Unlit"))
{
RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.ParticlesUnlit), UpdateUnlit);
}
else
{
RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.ParticlesLit),
UpdateStandardSurface);
RenameFloat("_Glossiness", "_Smoothness");
}
RenameTexture("_MainTex", "_BaseMap");
RenameColor("_Color", "_BaseColor");
RenameFloat("_FlipbookMode", "_FlipbookBlending");
}
public static void UpdateStandardSurface(Material material)
{
UpdateSurfaceBlendModes(material);
}
public static void UpdateUnlit(Material material)
{
UpdateSurfaceBlendModes(material);
}
public static void UpdateSurfaceBlendModes(Material material)
{
switch (material.GetFloat("_Mode"))
{
case 0: // opaque
material.SetFloat("_Surface", (int)UpgradeSurfaceType.Opaque);
break;
case 1: // cutout > alphatest
material.SetFloat("_Surface", (int)UpgradeSurfaceType.Opaque);
material.SetFloat("_AlphaClip", 1);
break;
case 2: // fade > alpha
material.SetFloat("_Surface", (int)UpgradeSurfaceType.Transparent);
material.SetFloat("_Blend", (int)UpgradeBlendMode.Alpha);
break;
case 3: // transparent > premul
material.SetFloat("_Surface", (int)UpgradeSurfaceType.Transparent);
material.SetFloat("_Blend", (int)UpgradeBlendMode.Premultiply);
break;
case 4: // add
material.SetFloat("_Surface", (int)UpgradeSurfaceType.Transparent);
material.SetFloat("_Blend", (int)UpgradeBlendMode.Additive);
break;
case 5: // sub > none
break;
case 6: // mod > multiply
material.SetFloat("_Surface", (int)UpgradeSurfaceType.Transparent);
material.SetFloat("_Blend", (int)UpgradeBlendMode.Multiply);
break;
}
}
}
[MovedFrom("UnityEditor.Rendering.LWRP")] public class AutodeskInteractiveUpgrader : MaterialUpgrader
{
public AutodeskInteractiveUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, "Universal Render Pipeline/Autodesk Interactive/Autodesk Interactive");
}
public override void Convert(Material srcMaterial, Material dstMaterial)
{
base.Convert(srcMaterial, dstMaterial);
dstMaterial.SetFloat("_UseColorMap", srcMaterial.GetTexture("_MainTex") ? 1.0f : .0f);
dstMaterial.SetFloat("_UseMetallicMap", srcMaterial.GetTexture("_MetallicGlossMap") ? 1.0f : .0f);
dstMaterial.SetFloat("_UseNormalMap", srcMaterial.GetTexture("_BumpMap") ? 1.0f : .0f);
dstMaterial.SetFloat("_UseRoughnessMap", srcMaterial.GetTexture("_SpecGlossMap") ? 1.0f : .0f);
dstMaterial.SetFloat("_UseEmissiveMap", srcMaterial.GetTexture("_EmissionMap") ? 1.0f : .0f);
dstMaterial.SetFloat("_UseAoMap", srcMaterial.GetTexture("_OcclusionMap") ? 1.0f : .0f);
dstMaterial.SetVector("_UvOffset", srcMaterial.GetTextureOffset("_MainTex"));
dstMaterial.SetVector("_UvTiling", srcMaterial.GetTextureScale("_MainTex"));
}
}
}