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278 行
10 KiB
278 行
10 KiB
using System.Collections.Generic;
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using UnityEngine;
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using System;
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namespace UnityEditor.Experimental.Rendering
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{
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public static class DialogText
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{
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public static readonly string title = "Material Upgrader";
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public static readonly string proceed = "Proceed";
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public static readonly string ok = "Ok";
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public static readonly string cancel = "Cancel";
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public static readonly string noSelectionMessage = "You must select at least one material.";
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public static readonly string projectBackMessage = "Make sure to have a project backup before proceeding.";
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}
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public class MaterialUpgrader
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{
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public delegate void MaterialFinalizer(Material mat);
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string m_OldShader;
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string m_NewShader;
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MaterialFinalizer m_Finalizer;
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Dictionary<string, string> m_TextureRename = new Dictionary<string, string>();
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Dictionary<string, string> m_FloatRename = new Dictionary<string, string>();
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Dictionary<string, string> m_ColorRename = new Dictionary<string, string>();
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Dictionary<string, float> m_FloatPropertiesToSet = new Dictionary<string, float>();
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Dictionary<string, Color> m_ColorPropertiesToSet = new Dictionary<string, Color>();
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List<string> m_TexturesToRemove = new List<string>();
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Dictionary<string, Texture> m_TexturesToSet = new Dictionary<string, Texture>();
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class KeywordFloatRename
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{
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public string keyword;
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public string property;
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public float setVal, unsetVal;
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}
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List<KeywordFloatRename> m_KeywordFloatRename = new List<KeywordFloatRename>();
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[Flags]
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public enum UpgradeFlags
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{
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None = 0,
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LogErrorOnNonExistingProperty = 1,
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CleanupNonUpgradedProperties = 2,
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LogMessageWhenNoUpgraderFound = 4
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}
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public void Upgrade(Material material, UpgradeFlags flags)
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{
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Material newMaterial;
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if ((flags & UpgradeFlags.CleanupNonUpgradedProperties) != 0)
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{
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newMaterial = new Material(Shader.Find(m_NewShader));
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}
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else
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{
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newMaterial = UnityEngine.Object.Instantiate(material) as Material;
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newMaterial.shader = Shader.Find(m_NewShader);
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}
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Convert(material, newMaterial);
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material.shader = Shader.Find(m_NewShader);
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material.CopyPropertiesFromMaterial(newMaterial);
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UnityEngine.Object.DestroyImmediate(newMaterial);
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if (m_Finalizer != null)
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m_Finalizer(material);
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}
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// Overridable function to implement custom material upgrading functionality
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public virtual void Convert(Material srcMaterial, Material dstMaterial)
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{
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foreach (var t in m_TextureRename)
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{
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dstMaterial.SetTextureScale(t.Value, srcMaterial.GetTextureScale(t.Key));
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dstMaterial.SetTextureOffset(t.Value, srcMaterial.GetTextureOffset(t.Key));
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dstMaterial.SetTexture(t.Value, srcMaterial.GetTexture(t.Key));
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}
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foreach (var t in m_FloatRename)
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dstMaterial.SetFloat(t.Value, srcMaterial.GetFloat(t.Key));
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foreach (var t in m_ColorRename)
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dstMaterial.SetColor(t.Value, srcMaterial.GetColor(t.Key));
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foreach (var prop in m_TexturesToRemove)
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dstMaterial.SetTexture(prop, null);
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foreach (var prop in m_TexturesToSet)
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dstMaterial.SetTexture(prop.Key, prop.Value);
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foreach (var prop in m_FloatPropertiesToSet)
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dstMaterial.SetFloat(prop.Key, prop.Value);
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foreach (var prop in m_ColorPropertiesToSet)
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dstMaterial.SetColor(prop.Key, prop.Value);
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foreach (var t in m_KeywordFloatRename)
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dstMaterial.SetFloat(t.property, srcMaterial.IsKeywordEnabled(t.keyword) ? t.setVal : t.unsetVal);
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}
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public void RenameShader(string oldName, string newName, MaterialFinalizer finalizer = null)
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{
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m_OldShader = oldName;
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m_NewShader = newName;
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m_Finalizer = finalizer;
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}
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public void RenameTexture(string oldName, string newName)
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{
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m_TextureRename[oldName] = newName;
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}
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public void RenameFloat(string oldName, string newName)
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{
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m_FloatRename[oldName] = newName;
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}
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public void RenameColor(string oldName, string newName)
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{
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m_ColorRename[oldName] = newName;
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}
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public void RemoveTexture(string name)
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{
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m_TexturesToRemove.Add(name);
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}
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public void SetFloat(string propertyName, float value)
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{
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m_FloatPropertiesToSet[propertyName] = value;
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}
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public void SetColor(string propertyName, Color value)
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{
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m_ColorPropertiesToSet[propertyName] = value;
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}
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public void SetTexture(string propertyName, Texture value)
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{
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m_TexturesToSet[propertyName] = value;
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}
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public void RenameKeywordToFloat(string oldName, string newName, float setVal, float unsetVal)
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{
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m_KeywordFloatRename.Add(new KeywordFloatRename { keyword = oldName, property = newName, setVal = setVal, unsetVal = unsetVal });
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}
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static bool IsMaterialPath(string path)
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{
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return path.EndsWith(".mat", StringComparison.OrdinalIgnoreCase);
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}
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static MaterialUpgrader GetUpgrader(List<MaterialUpgrader> upgraders, Material material)
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{
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if (material == null || material.shader == null)
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return null;
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string shaderName = material.shader.name;
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for (int i = 0; i != upgraders.Count; i++)
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{
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if (upgraders[i].m_OldShader == shaderName)
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return upgraders[i];
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}
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return null;
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}
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//@TODO: Only do this when it exceeds memory consumption...
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static void SaveAssetsAndFreeMemory()
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{
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AssetDatabase.SaveAssets();
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GC.Collect();
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EditorUtility.UnloadUnusedAssetsImmediate();
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AssetDatabase.Refresh();
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}
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public static void UpgradeProjectFolder(List<MaterialUpgrader> upgraders, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
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{
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if (!EditorUtility.DisplayDialog(DialogText.title, "The upgrade will overwrite materials in your project. " + DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel))
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return;
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int totalMaterialCount = 0;
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foreach (string s in UnityEditor.AssetDatabase.GetAllAssetPaths())
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{
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if (IsMaterialPath(s))
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totalMaterialCount++;
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}
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int materialIndex = 0;
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foreach (string path in UnityEditor.AssetDatabase.GetAllAssetPaths())
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{
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if (IsMaterialPath(path))
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{
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materialIndex++;
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if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", materialIndex, totalMaterialCount, path), (float)materialIndex / (float)totalMaterialCount))
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break;
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Material m = UnityEditor.AssetDatabase.LoadMainAssetAtPath(path) as Material;
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Upgrade(m, upgraders, flags);
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//SaveAssetsAndFreeMemory();
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}
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}
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UnityEditor.EditorUtility.ClearProgressBar();
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}
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public static void Upgrade(Material material, MaterialUpgrader upgrader, UpgradeFlags flags)
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{
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var upgraders = new List<MaterialUpgrader>();
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upgraders.Add(upgrader);
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Upgrade(material, upgraders, flags);
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}
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public static void Upgrade(Material material, List<MaterialUpgrader> upgraders, UpgradeFlags flags)
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{
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if (material == null)
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return;
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var upgrader = GetUpgrader(upgraders, material);
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if (upgrader != null)
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upgrader.Upgrade(material, flags);
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else if ((flags & UpgradeFlags.LogMessageWhenNoUpgraderFound) == UpgradeFlags.LogMessageWhenNoUpgraderFound)
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Debug.Log(string.Format("{0} material was not upgraded. There's no upgrader to convert {1} shader to selected pipeline", material.name, material.shader.name));
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}
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public static void UpgradeSelection(List<MaterialUpgrader> upgraders, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
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{
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var selection = Selection.objects;
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if (selection == null)
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{
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EditorUtility.DisplayDialog(DialogText.title, DialogText.noSelectionMessage, DialogText.ok);
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return;
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}
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List<Material> selectedMaterials = new List<Material>(selection.Length);
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for (int i = 0; i < selection.Length; ++i)
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{
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Material mat = selection[i] as Material;
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if (mat != null)
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selectedMaterials.Add(mat);
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}
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int selectedMaterialsCount = selectedMaterials.Count;
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if (selectedMaterialsCount == 0)
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{
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EditorUtility.DisplayDialog(DialogText.title, DialogText.noSelectionMessage, DialogText.ok);
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return;
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}
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if (!EditorUtility.DisplayDialog(DialogText.title, string.Format("The upgrade will overwrite {0} selected material{1}. ", selectedMaterialsCount, selectedMaterialsCount > 1 ? "s" : "") +
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DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel))
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return;
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string lastMaterialName = "";
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for (int i = 0; i < selectedMaterialsCount; i++)
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{
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if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", i, selectedMaterialsCount, lastMaterialName), (float)i / (float)selectedMaterialsCount))
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break;
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var material = selectedMaterials[i];
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Upgrade(material, upgraders, flags);
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if (material != null)
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lastMaterialName = material.name;
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}
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UnityEditor.EditorUtility.ClearProgressBar();
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}
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}
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}
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