using UnityEngine; using System.Collections.Generic; namespace UnityEditor.Experimental.Rendering.HDPipeline { public class StandardsToHDLitMaterialUpgrader : MaterialUpgrader { static readonly string Standard = "Standard"; static readonly string Standard_Spec = "Standard (Specular setup)"; static readonly string Standard_Rough = "Standard (Roughness setup)"; public StandardsToHDLitMaterialUpgrader(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer = null) { RenameShader(sourceShaderName, destShaderName, finalizer); RenameTexture("_MainTex", "_BaseColorMap"); RenameColor("_Color", "_BaseColor"); RenameFloat("_Glossiness", "_Smoothness"); RenameTexture("_BumpMap", "_NormalMap"); RenameFloat("_BumpScale", "_NormalScale"); RenameTexture("_ParallaxMap", "_HeightMap"); RenameTexture("_EmissionMap", "_EmissiveColorMap"); RenameTexture("_DetailAlbedoMap", "_DetailMap"); RenameFloat("_UVSec", "_UVDetail"); SetFloat("_LinkDetailsWithBase", 0); RenameFloat("_DetailNormalMapScale", "_DetailNormalScale"); RenameFloat("_Cutoff", "_AlphaCutoff"); RenameKeywordToFloat("_ALPHATEST_ON", "_AlphaCutoffEnable", 1f, 0f); if (sourceShaderName == Standard) { SetFloat("_MaterialID", 1f); } if (sourceShaderName == Standard_Spec) { SetFloat("_MaterialID", 4f); RenameColor("_SpecColor", "_SpecularColor"); RenameTexture("_SpecGlossMap", "_SpecularColorMap"); } } public override void Convert(Material srcMaterial, Material dstMaterial) { dstMaterial.hideFlags = HideFlags.DontUnloadUnusedAsset; base.Convert(srcMaterial, dstMaterial); // ---------- Mask Map ---------- // Metallic bool hasMetallic = false; Texture metallicMap; if ( (srcMaterial.shader.name == Standard) || (srcMaterial.shader.name == Standard_Rough) ) { hasMetallic = srcMaterial.GetTexture("_MetallicGlossMap") != null; if (hasMetallic) metallicMap = TextureCombiner.GetTextureSafe(srcMaterial, "_MetallicGlossMap", Color.white); } else metallicMap = Texture2D.blackTexture; // Occlusion bool hasOcclusion = srcMaterial.GetTexture("_OcclusionMap") != null; Texture occlusionMap; if (hasOcclusion) occlusionMap = TextureCombiner.GetTextureSafe(srcMaterial, "_OcclusionMap", Color.white); // Detail Mask bool hasDetailMask = srcMaterial.GetTexture("_DetailMask") != null; Texture detailMaskMap; if (hasDetailMask) detailMaskMap = TextureCombiner.GetTextureSafe(srcMaterial, "_DetailMask", Color.white); // Smoothness bool hasSmoothness = false; Texture2D smoothnessMap = TextureCombiner.TextureFromColor(Color.grey); if (srcMaterial.shader.name == Standard_Rough) hasSmoothness = srcMaterial.GetTexture("_SpecGlossMap")!=null; else { string smoothnessTextureChannel = "_MainTex"; if (srcMaterial.shader.name == Standard_Rough) smoothnessMap = (Texture2D) TextureCombiner.GetTextureSafe(srcMaterial, "_SpecGlossMap", Color.grey); else { if ( srcMaterial.GetFloat("_SmoothnessTextureChannel") == 0 ) { if (srcMaterial.shader.name == Standard) smoothnessTextureChannel = "_MetallicGlossMap"; if (srcMaterial.shader.name == Standard_Spec) smoothnessTextureChannel = "_SpecGlossMap"; } smoothnessMap = (Texture2D) srcMaterial.GetTexture( smoothnessTextureChannel ); if (smoothnessMap == null || !TextureCombiner.TextureHasAlpha(smoothnessMap)) { hasSmoothness = true; smoothnessMap = TextureCombiner.TextureFromColor(Color.white * srcMaterial.GetFloat("_Glossiness")); } } } // Build the mask map if ( hasMetallic || hasOcclusion || hasDetailMask || hasSmoothness ) { Texture2D maskMap; TextureCombiner maskMapCombiner = new TextureCombiner( TextureCombiner.GetTextureSafe(srcMaterial, "_MetallicGlossMap", Color.white), 4, // Metallic TextureCombiner.GetTextureSafe(srcMaterial, "_OcclusionMap", Color.white), 4, // Occlusion TextureCombiner.GetTextureSafe(srcMaterial, "_DetailMask", Color.white), 4, // Detail Mask smoothnessMap, (srcMaterial.shader.name == Standard_Rough)?-4:3 // Smoothness Texture ); string maskMapPath = AssetDatabase.GetAssetPath(srcMaterial); maskMapPath = maskMapPath.Remove(maskMapPath.Length-4) + "_MaskMap.png"; maskMap = maskMapCombiner.Combine( maskMapPath ); dstMaterial.SetTexture("_MaskMap", maskMap); } dstMaterial.SetFloat("_AORemapMin", 1f - srcMaterial.GetFloat("_OcclusionStrength")); // Specular Setup Specific if (srcMaterial.shader.name == Standard_Spec) { // if there is a specular map, change the specular color to white if (srcMaterial.GetTexture("_SpecGlossMap") != null ) dstMaterial.SetColor("_SpecularColor", Color.white); } // ---------- Height Map ---------- bool hasHeightMap = srcMaterial.GetTexture("_ParallaxMap") != null; if (hasHeightMap) // Enable Parallax Occlusion Mapping { dstMaterial.SetFloat("_DisplacementMode", 2); dstMaterial.SetFloat("_HeightPoMAmplitude", srcMaterial.GetFloat("_Parallax") * 2f); } // ---------- Detail Map ---------- bool hasDetailAlbedo = srcMaterial.GetTexture("_DetailAlbedoMap") != null; bool hasDetailNormal = srcMaterial.GetTexture("_DetailNormalMap") != null; if ( hasDetailAlbedo || hasDetailNormal ) { Texture2D detailMap; TextureCombiner detailCombiner = new TextureCombiner( TextureCombiner.GetTextureSafe(srcMaterial, "_DetailAlbedoMap", Color.grey), 4, // Albedo (overlay) TextureCombiner.GetTextureSafe(srcMaterial, "_DetailNormalMap", Color.grey), 1, // Normal Y TextureCombiner.midGrey, 1, // Smoothness TextureCombiner.GetTextureSafe(srcMaterial, "_DetailNormalMap", Color.grey), 0 // Normal X ); string detailMapPath = AssetDatabase.GetAssetPath(srcMaterial); detailMapPath = detailMapPath.Remove(detailMapPath.Length-4) + "_DetailMap.png"; detailMap = detailCombiner.Combine( detailMapPath ); dstMaterial.SetTexture("_DetailMap", detailMap); } // Blend Mode int previousBlendMode = srcMaterial.GetInt("_Mode"); switch (previousBlendMode) { case 0: // Opaque dstMaterial.SetFloat("_SurfaceType", 0); dstMaterial.SetFloat("_BlendMode", 0); dstMaterial.SetFloat("_AlphaCutoffEnable", 0); dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 1); break; case 1: // Cutout dstMaterial.SetFloat("_SurfaceType", 0); dstMaterial.SetFloat("_BlendMode", 0); dstMaterial.SetFloat("_AlphaCutoffEnable", 1); dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 1); break; case 2: // Fade -> Alpha + Disable preserve specular dstMaterial.SetFloat("_SurfaceType", 1); dstMaterial.SetFloat("_BlendMode", 0); dstMaterial.SetFloat("_AlphaCutoffEnable", 0); dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 0); break; case 3: // Transparent -> Alpha dstMaterial.SetFloat("_SurfaceType", 1); dstMaterial.SetFloat("_BlendMode", 0); dstMaterial.SetFloat("_AlphaCutoffEnable", 0); dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 1); break; } // Emission: Convert the HDR emissive color to ldr color + intensity Color hdrEmission = srcMaterial.GetColor("_EmissionColor"); float intensity = Mathf.Max(hdrEmission.r, Mathf.Max(hdrEmission.g, hdrEmission.b)); if (intensity > 1f) { hdrEmission.r /= intensity; hdrEmission.g /= intensity; hdrEmission.b /= intensity; } else intensity = 1f; intensity = Mathf.Pow(intensity, 2.2f); // Gamma to Linear conversion dstMaterial.SetColor("_EmissiveColor", hdrEmission); dstMaterial.SetFloat("_EmissiveIntensity", intensity); HDEditorUtils.ResetMaterialKeywords(dstMaterial); } } }