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 = TextureCombiner.TextureFromColor(Color.black); if ((srcMaterial.shader.name == Standard) || (srcMaterial.shader.name == Standard_Rough)) { // Convert _Metallic value from Gamma to Linear float metallicValue = Mathf.Pow(srcMaterial.GetFloat("_Metallic"), 2.2f); dstMaterial.SetFloat("_Metallic", metallicValue); hasMetallic = srcMaterial.GetTexture("_MetallicGlossMap") != null; if (hasMetallic) { metallicMap = TextureCombiner.GetTextureSafe(srcMaterial, "_MetallicGlossMap", Color.white); } else { metallicMap = TextureCombiner.TextureFromColor(Color.white); } } // Occlusion bool hasOcclusion = srcMaterial.GetTexture("_OcclusionMap") != null; Texture occlusionMap = Texture2D.whiteTexture; if (hasOcclusion) occlusionMap = TextureCombiner.GetTextureSafe(srcMaterial, "_OcclusionMap", Color.white); dstMaterial.SetFloat("_AORemapMin", 1f - srcMaterial.GetFloat("_OcclusionStrength")); // Detail Mask bool hasDetailMask = srcMaterial.GetTexture("_DetailMask") != null; Texture detailMaskMap = Texture2D.whiteTexture; if (hasDetailMask) detailMaskMap = TextureCombiner.GetTextureSafe(srcMaterial, "_DetailMask", Color.white); // Smoothness bool hasSmoothness = false; Texture2D smoothnessMap = TextureCombiner.TextureFromColor(Color.white); dstMaterial.SetFloat("_SmoothnessRemapMax", srcMaterial.GetFloat("_Glossiness")); if (srcMaterial.shader.name == Standard_Rough) { hasSmoothness = srcMaterial.GetTexture("_SpecGlossMap") != null; if (hasSmoothness) smoothnessMap = (Texture2D)TextureCombiner.GetTextureSafe(srcMaterial, "_SpecGlossMap", Color.grey); } else { string smoothnessTextureChannel = "_MainTex"; 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) { hasSmoothness = true; if (!TextureCombiner.TextureHasAlpha(smoothnessMap)) { smoothnessMap = TextureCombiner.TextureFromColor(Color.white); } } else { smoothnessMap = TextureCombiner.TextureFromColor(Color.white); } } // Build the mask map if (hasMetallic || hasOcclusion || hasDetailMask || hasSmoothness) { Texture2D maskMap; TextureCombiner maskMapCombiner = new TextureCombiner( metallicMap, 0, // R: Metallic from red occlusionMap, 1, // G: Occlusion from green detailMaskMap, 3, // B: Detail Mask from alpha smoothnessMap, (srcMaterial.shader.name == Standard_Rough) ? -4 : 3 // A: Smoothness Texture from inverse greyscale for roughness setup, or alpha ); string maskMapPath = AssetDatabase.GetAssetPath(srcMaterial); maskMapPath = maskMapPath.Remove(maskMapPath.Length - 4) + "_MaskMap.png"; maskMap = maskMapCombiner.Combine(maskMapPath); dstMaterial.SetTexture("_MaskMap", maskMap); } // 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; } Color hdrEmission = srcMaterial.GetColor("_EmissionColor"); dstMaterial.SetColor("_EmissiveColor", (srcMaterial.GetFloat("_EmissionEnabled") != 0)?hdrEmission: Color.black); HDEditorUtils.ResetMaterialKeywords(dstMaterial); } } }