runes 8 年前
当前提交
c39b8a1a
共有 5 个文件被更改,包括 80 次插入15 次删除
  1. 25
      Assets/ScriptableRenderPipeline/Editor/MaterialUpgrader.cs
  2. 30
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
  3. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs
  4. 17
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitMaterialUpgrader.cs
  5. 17
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitMaterialUpgrader.cs

25
Assets/ScriptableRenderPipeline/Editor/MaterialUpgrader.cs


{
public class MaterialUpgrader
{
public delegate void MaterialFinalizer(Material mat);
MaterialFinalizer m_Finalizer;
class KeywordFloatRename
{
public string keyword;
public string property;
public float setVal, unsetVal;
}
List<KeywordFloatRename> m_KeywordFloatRename = new List<KeywordFloatRename>();
[Flags]
public enum UpgradeFlags

material.shader = Shader.Find(m_NewShader);
material.CopyPropertiesFromMaterial(newMaterial);
UnityEngine.Object.DestroyImmediate(newMaterial);
if(m_Finalizer != null)
m_Finalizer(material);
}
// Overridable function to implement custom material upgrading functionality

foreach (var t in m_ColorRename)
dstMaterial.SetColor(t.Value, srcMaterial.GetColor(t.Key));
foreach (var t in m_KeywordFloatRename)
dstMaterial.SetFloat(t.property, srcMaterial.IsKeywordEnabled(t.keyword) ? t.setVal : t.unsetVal);
public void RenameShader(string oldName, string newName)
public void RenameShader(string oldName, string newName, MaterialFinalizer finalizer)
m_Finalizer = finalizer;
}
public void RenameTexture(string oldName, string newName)

public void RenameColor(string oldName, string newName)
{
m_ColorRename[oldName] = newName;
}
public void RenameKeywordToFloat(string oldName, string newName, float setVal, float unsetVal)
{
m_KeywordFloatRename.Add(new KeywordFloatRename { keyword = oldName, property = newName, setVal = setVal, unsetVal = unsetVal });
}
static bool IsMaterialPath(string path)

30
Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs


EditorUtility.ClearProgressBar();
}
}
[MenuItem("HDRenderPipeline/Debug/Remove tessellation materials (not reversible)")]
static void RemoveTessellationMaterials()
{
Object[] materials = Resources.FindObjectsOfTypeAll<Material>();
Shader litShader = Shader.Find("HDRenderPipeline/Lit");
Shader layeredLitShader = Shader.Find("HDRenderPipeline/LayeredLit");
foreach (Object obj in materials)
{
Material mat = obj as Material;
if (mat.shader.name == "HDRenderPipeline/LitTessellation")
{
mat.shader = litShader;
// We remove all keyword already present
RemoveMaterialKeywords(mat);
LitGUI.SetupMaterialKeywordsAndPass(mat);
EditorUtility.SetDirty(mat);
}
else if (mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
{
mat.shader = layeredLitShader;
// We remove all keyword already present
RemoveMaterialKeywords(mat);
LayeredLitGUI.SetupMaterialKeywordsAndPass(mat);
EditorUtility.SetDirty(mat);
}
}
}
}
}

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs


namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public class UpgradeStandardShaderMaterials
public class UpgradeStandardShaderMaterials
upgraders.Add(new StandardToHDLitMaterialUpgrader());
upgraders.Add(new StandardSpecularToHDLitMaterialUpgrader());
upgraders.Add(new StandardToHDLitMaterialUpgrader("Standard", "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass));
upgraders.Add(new StandardSpecularToHDLitMaterialUpgrader("Standard (Specular setup)", "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass));
return upgraders;
}

17
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitMaterialUpgrader.cs


{
class StandardSpecularToHDLitMaterialUpgrader : MaterialUpgrader
{
public StandardSpecularToHDLitMaterialUpgrader()
public StandardSpecularToHDLitMaterialUpgrader() : this("Standard (Specular setup)", "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass) {}
public StandardSpecularToHDLitMaterialUpgrader(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer)
RenameShader("Standard (Specular setup)", "HDRenderPipeline/LitLegacySupport");
RenameShader(sourceShaderName, destShaderName, finalizer);
RenameTexture("_MainTex", "_BaseColorMap");
RenameColor("_Color", "_BaseColor");

RenameColor("_EmissionColor", "_EmissiveColor");
RenameFloat("_DetailNormalMapScale", "_DetailNormalScale");
RenameFloat("_Cutoff", "_AlphaCutoff");
RenameKeywordToFloat("_ALPHATEST_ON", "_AlphaCutoffEnable", 1f, 0f);
// the HD renderloop packs detail albedo and detail normals into a single texture.
// mapping the detail normal map, if any, to the detail map, should do the right thing if
// there is no detail albedo.
RenameTexture("_DetailNormalMap", "_DetailMap");
// Anything reasonable that can be done here?

[Test]
public void UpgradeMaterial()
{
var newShader = Shader.Find("HDRenderPipeline/LitLegacySupport");
var newShader = Shader.Find("HDRenderPipeline/Lit");
var mat = new Material(Shader.Find("Standard (Specular setup)"));
var albedo = new Texture2D(1, 1);
var normals = new Texture2D(1, 1);

mat.color = color;
mat.SetTextureScale("_MainTex", baseScale);
MaterialUpgrader.Upgrade(mat, new StandardSpecularToHDLitMaterialUpgrader(), MaterialUpgrader.UpgradeFlags.CleanupNonUpgradedProperties);
MaterialUpgrader.Upgrade(mat, this, MaterialUpgrader.UpgradeFlags.CleanupNonUpgradedProperties);
Assert.AreEqual(newShader, mat.shader);
Assert.AreEqual(albedo, mat.GetTexture("_BaseColorMap"));

Assert.IsTrue(mat.IsKeywordEnabled("_NORMALMAP"));
}
}
}

17
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitMaterialUpgrader.cs


using UnityEngine;
namespace UnityEditor.Experimental.Rendering.HDPipeline
class StandardToHDLitMaterialUpgrader : MaterialUpgrader
class StandardToHDLitMaterialUpgrader : MaterialUpgrader
public StandardToHDLitMaterialUpgrader()
public StandardToHDLitMaterialUpgrader() : this("Standard", "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass) { }
public StandardToHDLitMaterialUpgrader(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer)
RenameShader("Standard", "HDRenderPipeline/LitLegacySupport");
RenameShader(sourceShaderName, destShaderName, finalizer);
RenameTexture("_MainTex", "_BaseColorMap");
RenameColor("_Color", "_BaseColor");

RenameColor("_EmissionColor", "_EmissiveColor");
RenameFloat("_DetailNormalMapScale", "_DetailNormalScale");
RenameFloat("_Cutoff", "_AlphaCutoff");
RenameKeywordToFloat("_ALPHATEST_ON", "_AlphaCutoffEnable", 1f, 0f);
// the HD renderloop packs detail albedo and detail normals into a single texture.
// mapping the detail normal map, if any, to the detail map, should do the right thing if

[Test]
public void UpgradeMaterial()
{
var newShader = Shader.Find("HDRenderPipeline/LitLegacySupport");
var newShader = Shader.Find("HDRenderPipeline/Lit");
var mat = new Material(Shader.Find("Standard"));
var albedo = new Texture2D(1, 1);
var normals = new Texture2D(1, 1);

mat.color = color;
mat.SetTextureScale("_MainTex", baseScale);
MaterialUpgrader.Upgrade(mat, new StandardToHDLitMaterialUpgrader(), MaterialUpgrader.UpgradeFlags.CleanupNonUpgradedProperties);
MaterialUpgrader.Upgrade(mat, this, MaterialUpgrader.UpgradeFlags.CleanupNonUpgradedProperties);
Assert.AreEqual(newShader, mat.shader);
Assert.AreEqual(albedo, mat.GetTexture("_BaseColorMap"));

Assert.IsTrue(mat.IsKeywordEnabled("_NORMALMAP"));
}
}
}
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