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。
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using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor.Rendering.Universal.ShaderGUI;
using UnityEngine;
using UnityEngine.Rendering.Universal;
namespace UnityEditor.Rendering.Universal
{
class MaterialModificationProcessor : AssetModificationProcessor
{
static void OnWillCreateAsset(string asset)
{
if (!asset.ToLowerInvariant().EndsWith(".mat"))
{
return;
}
MaterialPostprocessor.s_CreatedAssets.Add(asset);
}
}
class MaterialReimporter : Editor
{
const string Key = "LWRP-material-upgrader";
[InitializeOnLoadMethod]
static void ReimportAllMaterials()
{
//Check to see if the upgrader has been run for this project/LWRP version
PackageManager.PackageInfo lwrpInfo = PackageManager.PackageInfo.FindForAssembly(Assembly.GetAssembly(typeof(UniversalRenderPipeline)));
var lwrpVersion = lwrpInfo.version;
var curUpgradeVersion = PlayerPrefs.GetString(Key);
if (curUpgradeVersion != lwrpVersion)
{
string[] guids = AssetDatabase.FindAssets("t:material", null);
foreach (var asset in guids)
{
var path = AssetDatabase.GUIDToAssetPath(asset);
AssetDatabase.ImportAsset(path);
}
PlayerPrefs.SetString(Key, lwrpVersion);
}
}
}
class MaterialPostprocessor : AssetPostprocessor
{
public static List<string> s_CreatedAssets = new List<string>();
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
var upgradeLog = "UniversalRP Material log:";
var upgradeCount = 0;
foreach (var asset in importedAssets)
{
if (!asset.ToLowerInvariant().EndsWith(".mat"))
{
continue;
}
var material = (Material)AssetDatabase.LoadAssetAtPath(asset, typeof(Material));
if (!ShaderUtils.IsLWShader(material.shader))
{
continue;
}
ShaderPathID id = ShaderUtils.GetEnumFromPath(material.shader.name);
var wasUpgraded = false;
var assetVersions = AssetDatabase.LoadAllAssetsAtPath(asset);
AssetVersion assetVersion = null;
foreach (var subAsset in assetVersions)
{
if(subAsset.GetType() == typeof(AssetVersion))
assetVersion = subAsset as AssetVersion;
}
var debug = "\n" + material.name;
if (!assetVersion)
{
wasUpgraded = true;
assetVersion = ScriptableObject.CreateInstance<AssetVersion>();
if (s_CreatedAssets.Contains(asset))
{
assetVersion.version = k_Upgraders.Length;
s_CreatedAssets.Remove(asset);
InitializeLatest(material, id);
}
else
{
assetVersion.version = 0;
}
assetVersion.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector | HideFlags.NotEditable;
AssetDatabase.AddObjectToAsset(assetVersion, asset);
debug += " initialized.";
}
while (assetVersion.version < k_Upgraders.Length)
{
k_Upgraders[assetVersion.version](material, id);
debug += $" upgrading:v{assetVersion.version} to v{assetVersion.version + 1}";
assetVersion.version++;
wasUpgraded = true;
}
if (wasUpgraded)
{
upgradeLog += debug;
upgradeCount++;
EditorUtility.SetDirty(assetVersion);
}
}
// Don't print the log as we don't have any way to figure out if a material us upgraded or just created
//if(upgradeCount > 0)
// Debug.Log(upgradeLog);
}
static readonly Action<Material, ShaderPathID>[] k_Upgraders = { UpgradeV1 };
static void InitializeLatest(Material material, ShaderPathID id)
{
}
static void UpgradeV1(Material material, ShaderPathID shaderID)
{
var shaderPath = ShaderUtils.GetShaderPath(shaderID);
var upgradeFlag = MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound;
switch (shaderID)
{
case ShaderPathID.Unlit:
MaterialUpgrader.Upgrade(material, new UnlitUpdaterV1(shaderPath), upgradeFlag);
UnlitShader.SetMaterialKeywords(material);
break;
case ShaderPathID.SimpleLit:
MaterialUpgrader.Upgrade(material, new SimpleLitUpdaterV1(shaderPath), upgradeFlag);
SimpleLitShader.SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords);
break;
case ShaderPathID.Lit:
MaterialUpgrader.Upgrade(material, new LitUpdaterV1(shaderPath), upgradeFlag);
LitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords);
break;
case ShaderPathID.ParticlesLit:
MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag);
ParticlesLitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
break;
case ShaderPathID.ParticlesSimpleLit:
MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag);
ParticlesSimpleLitShader.SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
break;
case ShaderPathID.ParticlesUnlit:
MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag);
ParticlesUnlitShader.SetMaterialKeywords(material, null, ParticleGUI.SetMaterialKeywords);
break;
}
}
}
// Upgaders v1
#region UpgradersV1
internal class LitUpdaterV1 : MaterialUpgrader
{
public static void UpdateLitDetails(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
if(material.GetTexture("_MetallicGlossMap") || material.GetTexture("_SpecGlossMap") || material.GetFloat("_SmoothnessTextureChannel") >= 0.5f)
material.SetFloat("_Smoothness", material.GetFloat("_GlossMapScale"));
else
material.SetFloat("_Smoothness", material.GetFloat("_Glossiness"));
}
public LitUpdaterV1(string oldShaderName)
{
if (oldShaderName == null)
throw new ArgumentNullException("oldShaderName");
string standardShaderPath = ShaderUtils.GetShaderPath(ShaderPathID.Lit);
RenameShader(oldShaderName, standardShaderPath, UpdateLitDetails);
RenameTexture("_MainTex", "_BaseMap");
RenameColor("_Color", "_BaseColor");
RenameFloat("_GlossyReflections", "_EnvironmentReflections");
}
}
internal class UnlitUpdaterV1 : MaterialUpgrader
{
static Shader bakedLit = Shader.Find(ShaderUtils.GetShaderPath(ShaderPathID.BakedLit));
public static void UpgradeToUnlit(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
if (material.GetFloat("_SampleGI") != 0)
{
material.shader = bakedLit;
material.EnableKeyword("_NORMALMAP");
}
}
public UnlitUpdaterV1(string oldShaderName)
{
if (oldShaderName == null)
throw new ArgumentNullException("oldShaderName");
RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.Unlit), UpgradeToUnlit);
RenameTexture("_MainTex", "_BaseMap");
RenameColor("_Color", "_BaseColor");
}
}
internal class SimpleLitUpdaterV1 : MaterialUpgrader
{
public SimpleLitUpdaterV1(string oldShaderName)
{
if (oldShaderName == null)
throw new ArgumentNullException("oldShaderName");
RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SimpleLit), UpgradeToSimpleLit);
RenameTexture("_MainTex", "_BaseMap");
RenameColor("_Color", "_BaseColor");
RenameFloat("_SpecSource", "_SpecularHighlights");
RenameFloat("_Shininess", "_Smoothness");
}
public static void UpgradeToSimpleLit(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
var smoothnessSource = 1 - (int)material.GetFloat("_GlossinessSource");
material.SetFloat("_SmoothnessSource" ,smoothnessSource);
if (material.GetTexture("_SpecGlossMap") == null)
{
var col = material.GetColor("_SpecColor");
var colBase = material.GetColor("_Color");
var smoothness = material.GetFloat("_Shininess");
if (material.GetFloat("_Surface") == 0)
{
if (smoothnessSource == 1)
colBase.a = smoothness;
else
col.a = smoothness;
material.SetColor("_BaseColor", colBase);
}
material.SetColor("_BaseColor", colBase);
material.SetColor("_SpecColor", col);
}
}
}
internal class ParticleUpdaterV1 : MaterialUpgrader
{
public ParticleUpdaterV1(string shaderName)
{
if (shaderName == null)
throw new ArgumentNullException("oldShaderName");
RenameShader(shaderName, shaderName, ParticleUpgrader.UpdateSurfaceBlendModes);
RenameTexture("_MainTex", "_BaseMap");
RenameColor("_Color", "_BaseColor");
RenameFloat("_FlipbookMode", "_FlipbookBlending");
switch (ShaderUtils.GetEnumFromPath(shaderName))
{
case ShaderPathID.ParticlesLit:
RenameFloat("_Glossiness", "_Smoothness");
break;
case ShaderPathID.ParticlesSimpleLit:
RenameFloat("_Glossiness", "_Smoothness");
break;
case ShaderPathID.ParticlesUnlit:
break;
}
}
}
#endregion
}