using System.Collections.Generic; using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.LightweightPipeline; namespace UnityEditor.Experimental.Rendering.LightweightPipeline { public class LightweightMaterialUpgrader { [MenuItem("Edit/Render Pipeline/Upgrade Project Materials to LightWeight Materials", priority = CoreUtils.editMenuPriority2)] private static void UpgradeProjectMaterials() { List upgraders = new List(); GetUpgraders(ref upgraders); MaterialUpgrader.UpgradeProjectFolder(upgraders, "Upgrade to Lightweight Pipeline Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound); } [MenuItem("Edit/Render Pipeline/Upgrade Selected Materials to LightWeight Materials", priority = CoreUtils.editMenuPriority2)] private static void UpgradeSelectedMaterials() { List upgraders = new List(); GetUpgraders(ref upgraders); MaterialUpgrader.UpgradeSelection(upgraders, "Upgrade to Lightweight Pipeline Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound); } private static void GetUpgraders(ref List upgraders) { ///////////////////////////////////// // Unity Standard Upgraders // ///////////////////////////////////// upgraders.Add(new StandardUpgrader("Standard")); upgraders.Add(new StandardUpgrader("Standard (Specular setup)")); ///////////////////////////////////// // Legacy Shaders upgraders / ///////////////////////////////////// upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse Detail", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse Fast", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Parallax Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Parallax Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/VertexLit", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/VertexLit", SupportedUpgradeParams.specularAlphaCutout)); // Reflective upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Diffuse", SupportedUpgradeParams.diffuseCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Specular", SupportedUpgradeParams.specularCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Unlit", SupportedUpgradeParams.diffuseCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped VertexLit", SupportedUpgradeParams.diffuseCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Diffuse", SupportedUpgradeParams.diffuseCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Specular", SupportedUpgradeParams.specularCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/VertexLit", SupportedUpgradeParams.diffuseCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Parallax Diffuse", SupportedUpgradeParams.diffuseCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Parallax Specular", SupportedUpgradeParams.specularCubemap)); // Self-Illum upgrader upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Parallax Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Parallax Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/VertexLit", SupportedUpgradeParams.specularOpaque)); // Alpha Blended upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Diffuse", SupportedUpgradeParams.diffuseAlpha)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Specular", SupportedUpgradeParams.specularAlpha)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Bumped Diffuse", SupportedUpgradeParams.diffuseAlpha)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Bumped Specular", SupportedUpgradeParams.specularAlpha)); // Cutout upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Diffuse", SupportedUpgradeParams.diffuseAlphaCutout)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Specular", SupportedUpgradeParams.specularAlphaCutout)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Diffuse", SupportedUpgradeParams.diffuseAlphaCutout)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Specular", SupportedUpgradeParams.specularAlphaCutout)); // Lightmapped upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/VertexLit", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Bumped Specular", SupportedUpgradeParams.specularOpaque)); ///////////////////////////////////// // Sprites Upgraders ///////////////////////////////////// upgraders.Add(new StandardSimpleLightingUpgrader("Sprites/Diffuse", SupportedUpgradeParams.diffuseAlpha)); ///////////////////////////////////// // UI Upgraders ///////////////////////////////////// upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Bumped", SupportedUpgradeParams.diffuseAlphaCutout)); upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Detail", SupportedUpgradeParams.diffuseAlphaCutout)); upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Refraction", SupportedUpgradeParams.diffuseAlphaCutout)); upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Refraction Detail", SupportedUpgradeParams.diffuseAlphaCutout)); upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Transparent", SupportedUpgradeParams.diffuseAlpha)); ///////////////////////////////////// // Mobile Upgraders / ///////////////////////////////////// upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Specular (1 Directional Light)", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Unlit (Supports Lightmap)", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit (Only Directional Lights)", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Particles/VertexLit Blended", SupportedUpgradeParams.specularOpaque)); //////////////////////////////////// // Terrain Upgraders // //////////////////////////////////// upgraders.Add(new TerrainUpgrader("Nature/Terrain/Standard")); //////////////////////////////////// // Particle Upgraders // //////////////////////////////////// upgraders.Add(new ParticleUpgrader("Particles/Standard Surface")); upgraders.Add(new ParticleUpgrader("Particles/Standard Unlit")); upgraders.Add(new ParticleUpgrader("Particles/VertexLit Blended")); } } public static class SupportedUpgradeParams { static public UpgradeParams diffuseOpaque = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Opaque, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.NoSpecular, glosinessSource = GlossinessSource.BaseAlpha, }; static public UpgradeParams specularOpaque = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Opaque, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.SpecularTextureAndColor, glosinessSource = GlossinessSource.BaseAlpha, }; static public UpgradeParams diffuseAlpha = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Transparent, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.NoSpecular, glosinessSource = GlossinessSource.SpecularAlpha, }; static public UpgradeParams specularAlpha = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Transparent, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.SpecularTextureAndColor, glosinessSource = GlossinessSource.SpecularAlpha, }; static public UpgradeParams diffuseAlphaCutout = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Opaque, blendMode = UpgradeBlendMode.Alpha, alphaClip = true, specularSource = SpecularSource.NoSpecular, glosinessSource = GlossinessSource.SpecularAlpha, }; static public UpgradeParams specularAlphaCutout = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Opaque, blendMode = UpgradeBlendMode.Alpha, alphaClip = true, specularSource = SpecularSource.SpecularTextureAndColor, glosinessSource = GlossinessSource.SpecularAlpha, }; static public UpgradeParams diffuseCubemap = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Opaque, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.NoSpecular, glosinessSource = GlossinessSource.BaseAlpha, }; static public UpgradeParams specularCubemap = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Opaque, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.SpecularTextureAndColor, glosinessSource = GlossinessSource.BaseAlpha, }; static public UpgradeParams diffuseCubemapAlpha = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Transparent, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.NoSpecular, glosinessSource = GlossinessSource.BaseAlpha, }; static public UpgradeParams specularCubemapAlpha = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Transparent, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.SpecularTextureAndColor, glosinessSource = GlossinessSource.BaseAlpha, }; } public class StandardUpgrader : MaterialUpgrader { public static void UpdateStandardMaterialKeywords(Material material) { material.SetFloat("_WorkflowMode", 1.0f); CoreUtils.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap")); CoreUtils.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_MetallicGlossMap")); } public static void UpdateStandardSpecularMaterialKeywords(Material material) { material.SetFloat("_WorkflowMode", 0.0f); CoreUtils.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap")); CoreUtils.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_SpecGlossMap")); CoreUtils.SetKeyword(material, "_SPECULAR_SETUP", true); } public StandardUpgrader(string oldShaderName) { string standardShaderPath = LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PBS); if (oldShaderName.Contains("Specular")) RenameShader(oldShaderName, standardShaderPath, UpdateStandardSpecularMaterialKeywords); else RenameShader(oldShaderName, standardShaderPath, UpdateStandardMaterialKeywords); } } public class StandardSimpleLightingUpgrader : MaterialUpgrader { public StandardSimpleLightingUpgrader(string oldShaderName, UpgradeParams upgradeParams) { RenameShader(oldShaderName, LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_SIMPLE_LIGHTING), UpdateMaterialKeywords); SetFloat("_Surface", (float)upgradeParams.surfaceType); SetFloat("_Blend", (float)upgradeParams.blendMode); SetFloat("_AlphaClip", upgradeParams.alphaClip ? 1 : 0); SetFloat("_SpecSource", (float)upgradeParams.specularSource); SetFloat("_GlossinessSource", (float)upgradeParams.glosinessSource); if (oldShaderName.Contains("Legacy Shaders/Self-Illumin")) { RenameTexture("_Illum", "_EmissionMap"); RemoveTexture("_Illum"); SetColor("_EmissionColor", Color.white); } } public static void UpdateMaterialKeywords(Material material) { material.shaderKeywords = null; LightweightShaderGUI.SetupMaterialBlendMode(material); UpdateMaterialSpecularSource(material); CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap")); // A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect // or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color. // The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color. MaterialEditor.FixupEmissiveFlag(material); bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0; CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled); } private static void UpdateMaterialSpecularSource(Material material) { SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecSource"); if (specSource == SpecularSource.NoSpecular) { CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", false); CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", false); CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false); } else { GlossinessSource glossSource = (GlossinessSource)material.GetFloat("_GlossinessSource"); bool hasGlossMap = material.GetTexture("_SpecGlossMap"); CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", hasGlossMap); CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", !hasGlossMap); CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", glossSource == GlossinessSource.BaseAlpha); } } } public class TerrainUpgrader : MaterialUpgrader { public TerrainUpgrader(string oldShaderName) { RenameShader(oldShaderName, LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_TERRAIN)); } } public class ParticleUpgrader : MaterialUpgrader { public ParticleUpgrader(string oldShaderName) { if (oldShaderName.Contains("Unlit")) RenameShader(oldShaderName, LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PARTICLES_UNLIT)); else RenameShader(oldShaderName, LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PARTICLES_LIT)); } } }