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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/Lightweight/Upgrade Project Materials", priority = CoreUtils.editMenuPriority2)]
private static void UpgradeProjectMaterials()
{
List<MaterialUpgrader> upgraders = new List<MaterialUpgrader>();
GetUpgraders(ref upgraders);
MaterialUpgrader.UpgradeProjectFolder(upgraders, "Upgrade to Lightweight Pipeline Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound);
}
[MenuItem("Edit/Render Pipeline/Upgrade/Lightweight/Upgrade Selected Materials", priority = CoreUtils.editMenuPriority2)]
private static void UpgradeSelectedMaterials()
{
List<MaterialUpgrader> upgraders = new List<MaterialUpgrader>();
GetUpgraders(ref upgraders);
MaterialUpgrader.UpgradeSelection(upgraders, "Upgrade to Lightweight Pipeline Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound);
}
private static void GetUpgraders(ref List<MaterialUpgrader> 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/Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Specular", SupportedUpgradeParams.specularOpaque));
// TODO:
//upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Diffuse", SupportedUpgradeParams.diffuseCubemap));
//upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Specular", SupportedUpgradeParams.specularOpaque));
//upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Diffuse", SupportedUpgradeParams.diffuseCubemap));
//upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Specular", SupportedUpgradeParams.specularOpaque));
// 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/Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Specular", 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));
/////////////////////////////////////
// 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));
////////////////////////////////////
// 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"));
}
}
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 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("_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;
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));
}
}
}