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