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261 行
14 KiB
261 行
14 KiB
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.LightweightPipeline;
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namespace UnityEditor.Experimental.Rendering.LightweightPipeline
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{
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public class LightweightMaterialUpgrader
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{
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[MenuItem("Edit/Render Pipeline/Upgrade/Lightweight/Upgrade Project Materials", priority = CoreUtils.editMenuPriority2)]
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private static void UpgradeProjectMaterials()
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{
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List<MaterialUpgrader> upgraders = new List<MaterialUpgrader>();
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GetUpgraders(ref upgraders);
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MaterialUpgrader.UpgradeProjectFolder(upgraders, "Upgrade to Lightweight Pipeline Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound);
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}
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[MenuItem("Edit/Render Pipeline/Upgrade/Lightweight/Upgrade Selected Materials", priority = CoreUtils.editMenuPriority2)]
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private static void UpgradeSelectedMaterials()
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{
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List<MaterialUpgrader> upgraders = new List<MaterialUpgrader>();
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GetUpgraders(ref upgraders);
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MaterialUpgrader.UpgradeSelection(upgraders, "Upgrade to Lightweight Pipeline Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound);
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}
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private static void GetUpgraders(ref List<MaterialUpgrader> upgraders)
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{
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/////////////////////////////////////
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// Unity Standard Upgraders //
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/////////////////////////////////////
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upgraders.Add(new StandardUpgrader("Standard"));
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upgraders.Add(new StandardUpgrader("Standard (Specular setup)"));
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/////////////////////////////////////
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// Legacy Shaders upgraders /
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/////////////////////////////////////
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Specular", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Specular", SupportedUpgradeParams.specularOpaque));
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// TODO:
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//upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Diffuse", SupportedUpgradeParams.diffuseCubemap));
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//upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Specular", SupportedUpgradeParams.specularOpaque));
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//upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Diffuse", SupportedUpgradeParams.diffuseCubemap));
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//upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Specular", SupportedUpgradeParams.specularOpaque));
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// Self-Illum upgrader
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Specular", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Specular", SupportedUpgradeParams.specularOpaque));
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// Alpha Blended
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Diffuse", SupportedUpgradeParams.diffuseAlpha));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Specular", SupportedUpgradeParams.specularAlpha));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Bumped Diffuse", SupportedUpgradeParams.diffuseAlpha));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Bumped Specular", SupportedUpgradeParams.specularAlpha));
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// Cutout
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Diffuse", SupportedUpgradeParams.diffuseAlphaCutout));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Specular", SupportedUpgradeParams.specularAlphaCutout));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Diffuse", SupportedUpgradeParams.diffuseAlphaCutout));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Specular", SupportedUpgradeParams.specularAlphaCutout));
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/////////////////////////////////////
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// Mobile Upgraders /
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/////////////////////////////////////
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Specular", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Specular (1 Directional Light)", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Unlit (Supports Lightmap)", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit", SupportedUpgradeParams.specularOpaque));
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////////////////////////////////////
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// Terrain Upgraders //
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////////////////////////////////////
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upgraders.Add(new TerrainUpgrader("Nature/Terrain/Standard"));
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////////////////////////////////////
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// Particle Upgraders //
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////////////////////////////////////
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upgraders.Add(new ParticleUpgrader("Particles/Standard Surface"));
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upgraders.Add(new ParticleUpgrader("Particles/Standard Unlit"));
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}
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}
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public static class SupportedUpgradeParams
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{
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static public UpgradeParams diffuseOpaque = new UpgradeParams()
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{
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blendMode = UpgradeBlendMode.Opaque,
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specularSource = SpecularSource.NoSpecular,
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glosinessSource = GlossinessSource.BaseAlpha,
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};
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static public UpgradeParams specularOpaque = new UpgradeParams()
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{
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blendMode = UpgradeBlendMode.Opaque,
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specularSource = SpecularSource.SpecularTextureAndColor,
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glosinessSource = GlossinessSource.BaseAlpha,
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};
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static public UpgradeParams diffuseAlpha = new UpgradeParams()
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{
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blendMode = UpgradeBlendMode.Alpha,
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specularSource = SpecularSource.NoSpecular,
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glosinessSource = GlossinessSource.SpecularAlpha,
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};
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static public UpgradeParams specularAlpha = new UpgradeParams()
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{
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blendMode = UpgradeBlendMode.Alpha,
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specularSource = SpecularSource.SpecularTextureAndColor,
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glosinessSource = GlossinessSource.SpecularAlpha,
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};
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static public UpgradeParams diffuseAlphaCutout = new UpgradeParams()
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{
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blendMode = UpgradeBlendMode.Cutout,
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specularSource = SpecularSource.NoSpecular,
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glosinessSource = GlossinessSource.SpecularAlpha,
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};
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static public UpgradeParams specularAlphaCutout = new UpgradeParams()
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{
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blendMode = UpgradeBlendMode.Cutout,
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specularSource = SpecularSource.SpecularTextureAndColor,
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glosinessSource = GlossinessSource.SpecularAlpha,
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};
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static public UpgradeParams diffuseCubemap = new UpgradeParams()
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{
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blendMode = UpgradeBlendMode.Opaque,
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specularSource = SpecularSource.NoSpecular,
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glosinessSource = GlossinessSource.BaseAlpha,
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};
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static public UpgradeParams specularCubemap = new UpgradeParams()
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{
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blendMode = UpgradeBlendMode.Opaque,
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specularSource = SpecularSource.SpecularTextureAndColor,
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glosinessSource = GlossinessSource.BaseAlpha,
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};
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static public UpgradeParams diffuseCubemapAlpha = new UpgradeParams()
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{
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blendMode = UpgradeBlendMode.Alpha,
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specularSource = SpecularSource.NoSpecular,
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glosinessSource = GlossinessSource.BaseAlpha,
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};
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static public UpgradeParams specularCubemapAlpha = new UpgradeParams()
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{
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blendMode = UpgradeBlendMode.Alpha,
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specularSource = SpecularSource.SpecularTextureAndColor,
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glosinessSource = GlossinessSource.BaseAlpha,
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};
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}
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public class StandardUpgrader : MaterialUpgrader
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{
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public static void UpdateStandardMaterialKeywords(Material material)
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{
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material.SetFloat("_WorkflowMode", 1.0f);
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CoreUtils.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap"));
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CoreUtils.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
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}
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public static void UpdateStandardSpecularMaterialKeywords(Material material)
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{
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material.SetFloat("_WorkflowMode", 0.0f);
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CoreUtils.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap"));
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CoreUtils.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
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CoreUtils.SetKeyword(material, "_SPECULAR_SETUP", true);
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}
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public StandardUpgrader(string oldShaderName)
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{
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string standardShaderPath = LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PBS);
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if (oldShaderName.Contains("Specular"))
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RenameShader(oldShaderName, standardShaderPath, UpdateStandardSpecularMaterialKeywords);
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else
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RenameShader(oldShaderName, standardShaderPath, UpdateStandardMaterialKeywords);
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}
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}
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public class StandardSimpleLightingUpgrader : MaterialUpgrader
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{
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public StandardSimpleLightingUpgrader(string oldShaderName, UpgradeParams upgradeParams)
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{
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RenameShader(oldShaderName, LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_SIMPLE_LIGHTING), UpdateMaterialKeywords);
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SetFloat("_Mode", (float)upgradeParams.blendMode);
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SetFloat("_SpecSource", (float)upgradeParams.specularSource);
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SetFloat("_GlossinessSource", (float)upgradeParams.glosinessSource);
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if (oldShaderName.Contains("Legacy Shaders/Self-Illumin"))
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{
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RenameTexture("_MainTex", "_EmissionMap");
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RemoveTexture("_MainTex");
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SetColor("_EmissionColor", Color.white);
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}
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}
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public static void UpdateMaterialKeywords(Material material)
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{
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material.shaderKeywords = null;
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LightweightShaderGUI.SetupMaterialBlendMode(material);
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UpdateMaterialSpecularSource(material);
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CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap"));
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// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
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// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.
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// The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.
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MaterialEditor.FixupEmissiveFlag(material);
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bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0;
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CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
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}
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private static void UpdateMaterialSpecularSource(Material material)
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{
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SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecSource");
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if (specSource == SpecularSource.NoSpecular)
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{
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CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", false);
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CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", false);
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CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false);
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}
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else
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{
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GlossinessSource glossSource = (GlossinessSource)material.GetFloat("_GlossinessSource");
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bool hasGlossMap = material.GetTexture("_SpecGlossMap");
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CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", hasGlossMap);
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CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", !hasGlossMap);
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CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", glossSource == GlossinessSource.BaseAlpha);
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}
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}
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}
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public class TerrainUpgrader : MaterialUpgrader
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{
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public TerrainUpgrader(string oldShaderName)
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{
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RenameShader(oldShaderName, LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_TERRAIN));
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}
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}
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public class ParticleUpgrader : MaterialUpgrader
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{
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public ParticleUpgrader(string oldShaderName)
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{
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if (oldShaderName.Contains("Unlit"))
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RenameShader(oldShaderName, LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PARTICLES_UNLIT));
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else
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RenameShader(oldShaderName, LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PARTICLES_LIT));
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}
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}
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}
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