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345 行
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using System;
using System.IO;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEngine.SceneManagement;
using UnityEditor.SceneManagement;
using System.Linq;
using System.Collections.Generic;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public class UpgradeMenuItems
{
//[MenuItem("Internal/HDRenderPipeline/Upgrade Scene Light Intensity to physical light unit", priority = CoreUtils.editMenuPriority2)]
static void UpgradeLightsPLU()
{
Light[] lights = Resources.FindObjectsOfTypeAll<Light>();
foreach (var l in lights)
{
var add = l.GetComponent<HDAdditionalLightData>();
if (add == null)
{
continue;
}
// We only need to update the new intensity parameters on additional data, no need to change intensity
if (add.lightTypeExtent == LightTypeExtent.Punctual)
{
switch (l.type)
{
case LightType.Point:
add.punctualIntensity = l.intensity / LightUtils.ConvertPointLightIntensity(1.0f);
break;
case LightType.Spot:
add.punctualIntensity = l.intensity / LightUtils.ConvertPointLightIntensity(1.0f);
break;
case LightType.Directional:
add.directionalIntensity = l.intensity;
break;
}
}
else if (add.lightTypeExtent == LightTypeExtent.Rectangle)
{
add.areaIntensity = l.intensity / LightUtils.ConvertRectLightIntensity(1.0f, add.shapeWidth, add.shapeHeight);
}
else if (add.lightTypeExtent == LightTypeExtent.Line)
{
add.areaIntensity = l.intensity / LightUtils.CalculateLineLightIntensity(1.0f, add.shapeWidth);
}
}
var scene = SceneManager.GetActiveScene();
EditorSceneManager.MarkSceneDirty(scene);
}
//[MenuItem("Internal/HDRenderPipeline/Update/Update material for subsurface")]
static void UpdateMaterialForSubsurface()
{
try
{
var matIds = AssetDatabase.FindAssets("t:Material");
for (int i = 0, length = matIds.Length; i < length; i++)
{
var path = AssetDatabase.GUIDToAssetPath(matIds[i]);
var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
EditorUtility.DisplayProgressBar(
"Setup materials Keywords...",
string.Format("{0} / {1} materials subsurface updated.", i, length),
i / (float)(length - 1));
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
if (mat.shader.name == "HDRenderPipeline/LitTessellation" ||
mat.shader.name == "HDRenderPipeline/Lit" ||
mat.shader.name == "HDRenderPipeline/LayeredLit" ||
mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
{
float materialID = mat.GetInt("_MaterialID");
if (materialID != 0.0)
continue;
if (mat.HasProperty("_SSSAndTransmissionType"))
{
CoreUtils.CheckOutFile(VSCEnabled, mat);
int materialSSSAndTransmissionID = mat.GetInt("_SSSAndTransmissionType");
// Both;, SSS only, Transmission only
if (materialSSSAndTransmissionID == 2.0)
{
mat.SetInt("_MaterialID", 5);
}
else
{
if (materialSSSAndTransmissionID == 0.0)
mat.SetFloat("_TransmissionEnable", 1.0f);
else
mat.SetFloat("_TransmissionEnable", 0.0f);
}
EditorUtility.SetDirty(mat);
}
}
}
}
finally
{
EditorUtility.ClearProgressBar();
}
}
//[MenuItem("Internal/HDRenderPipeline/Update/Update Height Maps parametrization")]
static void UpdateHeightMapParametrization()
{
try
{
var matIds = AssetDatabase.FindAssets("t:Material");
for (int i = 0, length = matIds.Length; i < length; i++)
{
var path = AssetDatabase.GUIDToAssetPath(matIds[i]);
var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
EditorUtility.DisplayProgressBar(
"Updating Materials...",
string.Format("{0} / {1} materials updated.", i, length),
i / (float)(length - 1));
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
if (mat.shader.name == "HDRenderPipeline/LitTessellation" ||
mat.shader.name == "HDRenderPipeline/Lit")
{
// Need only test one of the new properties
if (mat.HasProperty("_HeightPoMAmplitude"))
{
CoreUtils.CheckOutFile(VSCEnabled, mat);
float valueMax = mat.GetFloat("_HeightMax");
float valueMin = mat.GetFloat("_HeightMin");
float center = mat.GetFloat("_HeightCenter");
float amplitude = valueMax - valueMin;
mat.SetInt("_HeightMapParametrization", 1);
mat.SetFloat("_HeightPoMAmplitude", amplitude);
mat.SetFloat("_HeightTessAmplitude", amplitude);
mat.SetFloat("_HeightOffset", 0.0f);
mat.SetFloat("_HeightTessCenter", center);
BaseLitGUI.DisplacementMode displaceMode = (BaseLitGUI.DisplacementMode)mat.GetInt("_DisplacementMode");
if (displaceMode == BaseLitGUI.DisplacementMode.Pixel)
{
mat.SetFloat("_HeightCenter", 1.0f); // With PoM this is always 1.0f. We set it here to avoid having to open the UI to update it.
}
EditorUtility.SetDirty(mat);
}
}
else if (mat.shader.name == "HDRenderPipeline/LayeredLit" ||
mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
{
int numLayer = (int)mat.GetFloat("_LayerCount");
if (mat.HasProperty("_HeightPoMAmplitude0"))
{
CoreUtils.CheckOutFile(VSCEnabled, mat);
for (int x = 0; x < numLayer; ++x)
{
float valueMax = mat.GetFloat("_HeightMax" + x);
float valueMin = mat.GetFloat("_HeightMin" + x);
float center = mat.GetFloat("_HeightCenter" + x);
float amplitude = valueMax - valueMin;
mat.SetInt("_HeightMapParametrization" + x, 1);
mat.SetFloat("_HeightPoMAmplitude" + x, amplitude);
mat.SetFloat("_HeightTessAmplitude" + x, amplitude);
mat.SetFloat("_HeightOffset" + x, 0.0f);
mat.SetFloat("_HeightTessCenter" + x, center);
BaseLitGUI.DisplacementMode displaceMode = (BaseLitGUI.DisplacementMode)mat.GetInt("_DisplacementMode");
if (displaceMode == BaseLitGUI.DisplacementMode.Pixel)
{
mat.SetFloat("_HeightCenter" + x, 1.0f); // With PoM this is always 1.0f. We set it here to avoid having to open the UI to update it.
}
}
EditorUtility.SetDirty(mat);
}
}
}
}
finally
{
EditorUtility.ClearProgressBar();
}
}
// Update EmissiveColor after we remove EmissiveIntensity from all shaders in 2018.2
// Now EmissiveColor is HDR and it must be update to the value new EmissiveColor = old EmissiveColor * EmissiveIntensity
static bool UpdateMaterial_EmissiveColor(string path, Material mat)
{
// Find the missing property in the file and update EmissiveColor
string[] readText = File.ReadAllLines(path);
foreach (string line in readText)
{
if (line.Contains("_EmissiveIntensity:"))
{
int startPos = line.IndexOf(":") + 1;
string sub = line.Substring(startPos);
float emissiveIntensity = float.Parse(sub);
Color emissiveColor = Color.black;
if (mat.HasProperty("_EmissiveColor"))
{
emissiveColor = mat.GetColor("_EmissiveColor");
}
emissiveColor *= emissiveIntensity;
emissiveColor.a = 1.0f;
mat.SetColor("_EmissiveColor", emissiveColor);
// Also fix EmissionColor if needed (Allow to let HD handle GI, if black GI is disabled by legacy)
mat.SetColor("_EmissionColor", Color.white);
return true;
}
}
return false;
}
static void UpdateMaterialFile_EmissiveColor(string path)
{
string[] readText = File.ReadAllLines(path);
foreach (string line in readText)
{
if (line.Contains("_EmissiveIntensity:"))
{
// Remove emissive intensity line
string[] writeText = readText.Where(l => l != line).ToArray();
File.WriteAllLines(path, writeText);
return;
}
}
return;
}
delegate bool UpdateMaterial(string path, Material mat);
delegate void UpdateMaterialFile(string path);
static void UpdateMaterialToNewerVersion(string caption, UpdateMaterial updateMaterial, UpdateMaterialFile updateMaterialFile = null)
{
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
var matIds = AssetDatabase.FindAssets("t:Material");
List<string> materialFiles = new List<string>(); // Contain the list dirty files
try
{
for (int i = 0, length = matIds.Length; i < length; i++)
{
var path = AssetDatabase.GUIDToAssetPath(matIds[i]);
var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
EditorUtility.DisplayProgressBar(
"Update material to new version " + caption + "...",
string.Format("{0} / {1} materials updated.", i, length),
i / (float)(length - 1));
if (mat.shader.name == "HDRenderPipeline/LitTessellation" ||
mat.shader.name == "HDRenderPipeline/Lit" ||
mat.shader.name == "HDRenderPipeline/LayeredLit" ||
mat.shader.name == "HDRenderPipeline/LayeredLitTessellation" ||
mat.shader.name == "HDRenderPipeline/StackLit" ||
mat.shader.name == "HDRenderPipeline/Unlit"
)
{
// Need to be processed in order - All function here should be re-entrant (i.e after upgrade it can be recall)
bool dirty = updateMaterial(path, mat);
if (dirty)
{
// Checkout the file and tag it as dirty
CoreUtils.CheckOutFile(VSCEnabled, mat);
EditorUtility.SetDirty(mat);
materialFiles.Add(path);
}
}
}
}
finally
{
EditorUtility.ClearProgressBar();
// Save all dirty assets
AssetDatabase.SaveAssets();
}
if (updateMaterialFile == null)
return;
// Now that all the asset have been modified and save, we can safely update the .mat file and remove removed property
try
{
for (int i = 0, length = materialFiles.Count; i < length; i++)
{
string path = materialFiles[i];
EditorUtility.DisplayProgressBar(
"Update .mat files...",
string.Format("{0} / {1} materials .mat file updated.", i, length),
i / (float)(length - 1));
// Note: The file is supposed to be checkout by the previous loop
updateMaterialFile(path);
}
}
finally
{
EditorUtility.ClearProgressBar();
// No need to save in this case
}
}
[MenuItem("Edit/Render Pipeline/Update all Materials to latest version", priority = CoreUtils.editMenuPriority3)]
static public void UpdateMaterialToNewerVersion()
{
// Add here all the material upgrade function supported in this version
// Caution: All the functions here MUST be re-entrant (call multiple time) without failing.
float currentVersion = HDRPVersion.GetCurrentHDRPProjectVersion();
if (currentVersion < 1.0)
{
// Appear in hdrp version 1.0
UpdateMaterialToNewerVersion("(EmissiveColor)", UpdateMaterial_EmissiveColor, UpdateMaterialFile_EmissiveColor);
}
}
}
}