using System; using System.IO; using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.HDPipeline; using UnityEngine.SceneManagement; using UnityEditor.SceneManagement; using System.Linq; using System.Collections.Generic; namespace UnityEditor.Experimental.Rendering.HDPipeline { public class UpgradeMenuItems { //[MenuItem("Internal/HDRenderPipeline/Upgrade Scene Light Intensity to physical light unit", priority = CoreUtils.editMenuPriority2)] static void UpgradeLightsPLU() { Light[] lights = Resources.FindObjectsOfTypeAll(); foreach (var l in lights) { var add = l.GetComponent(); if (add == null) { continue; } // We only need to update the new intensity parameters on additional data, no need to change intensity if (add.lightTypeExtent == LightTypeExtent.Punctual) { switch (l.type) { case LightType.Point: add.punctualIntensity = l.intensity / LightUtils.ConvertPointLightIntensity(1.0f); break; case LightType.Spot: add.punctualIntensity = l.intensity / LightUtils.ConvertPointLightIntensity(1.0f); break; case LightType.Directional: add.directionalIntensity = l.intensity; break; } } else if (add.lightTypeExtent == LightTypeExtent.Rectangle) { add.areaIntensity = l.intensity / LightUtils.ConvertRectLightIntensity(1.0f, add.shapeWidth, add.shapeHeight); } else if (add.lightTypeExtent == LightTypeExtent.Line) { add.areaIntensity = l.intensity / LightUtils.CalculateLineLightIntensity(1.0f, add.shapeWidth); } } var scene = SceneManager.GetActiveScene(); EditorSceneManager.MarkSceneDirty(scene); } //[MenuItem("Internal/HDRenderPipeline/Update/Update material for subsurface")] static void UpdateMaterialForSubsurface() { try { var matIds = AssetDatabase.FindAssets("t:Material"); for (int i = 0, length = matIds.Length; i < length; i++) { var path = AssetDatabase.GUIDToAssetPath(matIds[i]); var mat = AssetDatabase.LoadAssetAtPath(path); EditorUtility.DisplayProgressBar( "Setup materials Keywords...", string.Format("{0} / {1} materials subsurface updated.", i, length), i / (float)(length - 1)); bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); if (mat.shader.name == "HDRenderPipeline/LitTessellation" || mat.shader.name == "HDRenderPipeline/Lit" || mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") { float materialID = mat.GetInt("_MaterialID"); if (materialID != 0.0) continue; if (mat.HasProperty("_SSSAndTransmissionType")) { CoreUtils.CheckOutFile(VSCEnabled, mat); int materialSSSAndTransmissionID = mat.GetInt("_SSSAndTransmissionType"); // Both;, SSS only, Transmission only if (materialSSSAndTransmissionID == 2.0) { mat.SetInt("_MaterialID", 5); } else { if (materialSSSAndTransmissionID == 0.0) mat.SetFloat("_TransmissionEnable", 1.0f); else mat.SetFloat("_TransmissionEnable", 0.0f); } EditorUtility.SetDirty(mat); } } } } finally { EditorUtility.ClearProgressBar(); } } //[MenuItem("Internal/HDRenderPipeline/Update/Update Height Maps parametrization")] static void UpdateHeightMapParametrization() { try { var matIds = AssetDatabase.FindAssets("t:Material"); for (int i = 0, length = matIds.Length; i < length; i++) { var path = AssetDatabase.GUIDToAssetPath(matIds[i]); var mat = AssetDatabase.LoadAssetAtPath(path); EditorUtility.DisplayProgressBar( "Updating Materials...", string.Format("{0} / {1} materials updated.", i, length), i / (float)(length - 1)); bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); if (mat.shader.name == "HDRenderPipeline/LitTessellation" || mat.shader.name == "HDRenderPipeline/Lit") { // Need only test one of the new properties if (mat.HasProperty("_HeightPoMAmplitude")) { CoreUtils.CheckOutFile(VSCEnabled, mat); float valueMax = mat.GetFloat("_HeightMax"); float valueMin = mat.GetFloat("_HeightMin"); float center = mat.GetFloat("_HeightCenter"); float amplitude = valueMax - valueMin; mat.SetInt("_HeightMapParametrization", 1); mat.SetFloat("_HeightPoMAmplitude", amplitude); mat.SetFloat("_HeightTessAmplitude", amplitude); mat.SetFloat("_HeightOffset", 0.0f); mat.SetFloat("_HeightTessCenter", center); BaseLitGUI.DisplacementMode displaceMode = (BaseLitGUI.DisplacementMode)mat.GetInt("_DisplacementMode"); if (displaceMode == BaseLitGUI.DisplacementMode.Pixel) { mat.SetFloat("_HeightCenter", 1.0f); // With PoM this is always 1.0f. We set it here to avoid having to open the UI to update it. } EditorUtility.SetDirty(mat); } } else if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") { int numLayer = (int)mat.GetFloat("_LayerCount"); if (mat.HasProperty("_HeightPoMAmplitude0")) { CoreUtils.CheckOutFile(VSCEnabled, mat); for (int x = 0; x < numLayer; ++x) { float valueMax = mat.GetFloat("_HeightMax" + x); float valueMin = mat.GetFloat("_HeightMin" + x); float center = mat.GetFloat("_HeightCenter" + x); float amplitude = valueMax - valueMin; mat.SetInt("_HeightMapParametrization" + x, 1); mat.SetFloat("_HeightPoMAmplitude" + x, amplitude); mat.SetFloat("_HeightTessAmplitude" + x, amplitude); mat.SetFloat("_HeightOffset" + x, 0.0f); mat.SetFloat("_HeightTessCenter" + x, center); BaseLitGUI.DisplacementMode displaceMode = (BaseLitGUI.DisplacementMode)mat.GetInt("_DisplacementMode"); if (displaceMode == BaseLitGUI.DisplacementMode.Pixel) { mat.SetFloat("_HeightCenter" + x, 1.0f); // With PoM this is always 1.0f. We set it here to avoid having to open the UI to update it. } } EditorUtility.SetDirty(mat); } } } } finally { EditorUtility.ClearProgressBar(); } } // Update EmissiveColor after we remove EmissiveIntensity from all shaders in 2018.2 // Now EmissiveColor is HDR and it must be update to the value new EmissiveColor = old EmissiveColor * EmissiveIntensity static bool UpdateMaterial_EmissiveColor(string path, Material mat) { // Find the missing property in the file and update EmissiveColor string[] readText = File.ReadAllLines(path); foreach (string line in readText) { if (line.Contains("_EmissiveIntensity:")) { int startPos = line.IndexOf(":") + 1; string sub = line.Substring(startPos); float emissiveIntensity = float.Parse(sub); Color emissiveColor = Color.black; if (mat.HasProperty("_EmissiveColor")) { emissiveColor = mat.GetColor("_EmissiveColor"); } emissiveColor *= emissiveIntensity; emissiveColor.a = 1.0f; mat.SetColor("_EmissiveColor", emissiveColor); // Also fix EmissionColor if needed (Allow to let HD handle GI, if black GI is disabled by legacy) mat.SetColor("_EmissionColor", Color.white); return true; } } return false; } static void UpdateMaterialFile_EmissiveColor(string path) { string[] readText = File.ReadAllLines(path); foreach (string line in readText) { if (line.Contains("_EmissiveIntensity:")) { // Remove emissive intensity line string[] writeText = readText.Where(l => l != line).ToArray(); File.WriteAllLines(path, writeText); return; } } return; } delegate bool UpdateMaterial(string path, Material mat); delegate void UpdateMaterialFile(string path); static void UpdateMaterialToNewerVersion(string caption, UpdateMaterial updateMaterial, UpdateMaterialFile updateMaterialFile = null) { bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); var matIds = AssetDatabase.FindAssets("t:Material"); List materialFiles = new List(); // Contain the list dirty files try { for (int i = 0, length = matIds.Length; i < length; i++) { var path = AssetDatabase.GUIDToAssetPath(matIds[i]); var mat = AssetDatabase.LoadAssetAtPath(path); EditorUtility.DisplayProgressBar( "Update material to new version " + caption + "...", string.Format("{0} / {1} materials updated.", i, length), i / (float)(length - 1)); if (mat.shader.name == "HDRenderPipeline/LitTessellation" || mat.shader.name == "HDRenderPipeline/Lit" || mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation" || mat.shader.name == "HDRenderPipeline/StackLit" || mat.shader.name == "HDRenderPipeline/Unlit" ) { // Need to be processed in order - All function here should be re-entrant (i.e after upgrade it can be recall) bool dirty = updateMaterial(path, mat); if (dirty) { // Checkout the file and tag it as dirty CoreUtils.CheckOutFile(VSCEnabled, mat); EditorUtility.SetDirty(mat); materialFiles.Add(path); } } } } finally { EditorUtility.ClearProgressBar(); // Save all dirty assets AssetDatabase.SaveAssets(); } if (updateMaterialFile == null) return; // Now that all the asset have been modified and save, we can safely update the .mat file and remove removed property try { for (int i = 0, length = materialFiles.Count; i < length; i++) { string path = materialFiles[i]; EditorUtility.DisplayProgressBar( "Update .mat files...", string.Format("{0} / {1} materials .mat file updated.", i, length), i / (float)(length - 1)); // Note: The file is supposed to be checkout by the previous loop updateMaterialFile(path); } } finally { EditorUtility.ClearProgressBar(); // No need to save in this case } } [MenuItem("Edit/Render Pipeline/Update all Materials to latest version", priority = CoreUtils.editMenuPriority3)] static public void UpdateMaterialToNewerVersion() { // Add here all the material upgrade function supported in this version // Caution: All the functions here MUST be re-entrant (call multiple time) without failing. float currentVersion = HDRPVersion.GetCurrentHDRPProjectVersion(); if (currentVersion < 1.0) { // Appear in hdrp version 1.0 UpdateMaterialToNewerVersion("(EmissiveColor)", UpdateMaterial_EmissiveColor, UpdateMaterialFile_EmissiveColor); } } } }