using UnityEngine; using UnityEngine.Experimental.Rendering.LightweightPipeline; namespace UnityEditor.Experimental.Rendering.LightweightPipeline { public static class SupportedUpgradeParams { static public UpgradeParams diffuseOpaque = new UpgradeParams() { blendMode = UpgradeBlendMode.Opaque, specularSource = SpecularSource.NoSpecular, glosinessSource = GlossinessSource.BaseAlpha, }; static public UpgradeParams specularOpaque = new UpgradeParams() { blendMode = UpgradeBlendMode.Opaque, specularSource = SpecularSource.SpecularTextureAndColor, glosinessSource = GlossinessSource.BaseAlpha, }; static public UpgradeParams diffuseAlpha = new UpgradeParams() { blendMode = UpgradeBlendMode.Alpha, specularSource = SpecularSource.NoSpecular, glosinessSource = GlossinessSource.SpecularAlpha, }; static public UpgradeParams specularAlpha = new UpgradeParams() { blendMode = UpgradeBlendMode.Alpha, specularSource = SpecularSource.SpecularTextureAndColor, glosinessSource = GlossinessSource.SpecularAlpha, }; static public UpgradeParams diffuseAlphaCutout = new UpgradeParams() { blendMode = UpgradeBlendMode.Cutout, specularSource = SpecularSource.NoSpecular, glosinessSource = GlossinessSource.SpecularAlpha, }; static public UpgradeParams specularAlphaCutout = new UpgradeParams() { blendMode = UpgradeBlendMode.Cutout, specularSource = SpecularSource.SpecularTextureAndColor, glosinessSource = GlossinessSource.SpecularAlpha, }; static public UpgradeParams diffuseCubemap = new UpgradeParams() { blendMode = UpgradeBlendMode.Opaque, specularSource = SpecularSource.NoSpecular, glosinessSource = GlossinessSource.BaseAlpha, }; static public UpgradeParams specularCubemap = new UpgradeParams() { blendMode = UpgradeBlendMode.Opaque, specularSource = SpecularSource.SpecularTextureAndColor, glosinessSource = GlossinessSource.BaseAlpha, }; static public UpgradeParams diffuseCubemapAlpha = new UpgradeParams() { blendMode = UpgradeBlendMode.Alpha, specularSource = SpecularSource.NoSpecular, glosinessSource = GlossinessSource.BaseAlpha, }; static public UpgradeParams specularCubemapAlpha = new UpgradeParams() { blendMode = UpgradeBlendMode.Alpha, specularSource = SpecularSource.SpecularTextureAndColor, glosinessSource = GlossinessSource.BaseAlpha, }; } public class LegacyBlinnPhongUpgrader : MaterialUpgrader { public LegacyBlinnPhongUpgrader(string oldShaderName, UpgradeParams upgradeParams) { RenameShader(oldShaderName, LightweightPipelineAsset.m_SimpleLightShaderPath, UpdateMaterialKeywords); SetFloat("_Mode", (float)upgradeParams.blendMode); SetFloat("_SpecSource", (float)upgradeParams.specularSource); SetFloat("_GlossinessSource", (float)upgradeParams.glosinessSource); if (oldShaderName.Contains("Legacy Shaders/Self-Illumin")) { RenameTexture("_MainTex", "_EmissionMap"); RemoveTexture("_MainTex"); SetColor("_EmissionColor", Color.white); } } public static void UpdateMaterialKeywords(Material material) { material.shaderKeywords = null; LightweightShaderHelper.SetMaterialBlendMode(material); UpdateMaterialSpecularSource(material); LightweightShaderHelper.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; LightweightShaderHelper.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled); } private static void UpdateMaterialSpecularSource(Material material) { SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecSource"); if (specSource == SpecularSource.NoSpecular) { LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP", false); LightweightShaderHelper.SetKeyword(material, "_SPECULAR_COLOR", false); LightweightShaderHelper.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false); } else { GlossinessSource glossSource = (GlossinessSource)material.GetFloat("_GlossinessSource"); bool hasGlossMap = material.GetTexture("_SpecGlossMap"); LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP", hasGlossMap); LightweightShaderHelper.SetKeyword(material, "_SPECULAR_COLOR", !hasGlossMap); LightweightShaderHelper.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", glossSource == GlossinessSource.BaseAlpha); } } } public class StandardUpgrader : MaterialUpgrader { public static void UpdateStandardMaterialKeywords(Material material) { material.SetFloat("_WorkflowMode", 1.0f); LightweightShaderHelper.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap")); LightweightShaderHelper.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_MetallicGlossMap")); } public static void UpdateStandardSpecularMaterialKeywords(Material material) { material.SetFloat("_WorkflowMode", 0.0f); LightweightShaderHelper.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap")); LightweightShaderHelper.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_SpecGlossMap")); LightweightShaderHelper.SetKeyword(material, "_SPECULAR_SETUP", true); } public StandardUpgrader(string oldShaderName) { if (oldShaderName.Contains("Specular")) RenameShader(oldShaderName, LightweightPipelineAsset.m_StandardShaderPath, UpdateStandardSpecularMaterialKeywords); else RenameShader(oldShaderName, LightweightPipelineAsset.m_StandardShaderPath, UpdateStandardMaterialKeywords); } } public class TerrainUpgrader : MaterialUpgrader { public TerrainUpgrader(string oldShaderName) { RenameShader(oldShaderName, LightweightPipelineAsset.m_StandardShaderPath); SetFloat("_Shininess", 1.0f); } } }