您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

147 行
6.1 KiB

using UnityEngine;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
namespace UnityEditor.Experimental.Rendering.LightweightPipeline
{
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 LegacyBlinnPhongUpgrader : MaterialUpgrader
{
public LegacyBlinnPhongUpgrader(string oldShaderName, UpgradeParams upgradeParams)
{
RenameShader(oldShaderName, LightweightPipelineAsset.m_SimpleLightShaderPath, 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;
LightweightShaderHelper.SetMaterialBlendMode(material);
UpdateMaterialSpecularSource(material);
LightweightShaderHelper.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;
LightweightShaderHelper.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
}
private static void UpdateMaterialSpecularSource(Material material)
{
SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecSource");
if (specSource == SpecularSource.NoSpecular)
{
LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP", false);
LightweightShaderHelper.SetKeyword(material, "_SPECULAR_COLOR", false);
LightweightShaderHelper.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false);
}
else
{
GlossinessSource glossSource = (GlossinessSource)material.GetFloat("_GlossinessSource");
bool hasGlossMap = material.GetTexture("_SpecGlossMap");
LightweightShaderHelper.SetKeyword(material, "_SPECGLOSSMAP", hasGlossMap);
LightweightShaderHelper.SetKeyword(material, "_SPECULAR_COLOR", !hasGlossMap);
LightweightShaderHelper.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", glossSource == GlossinessSource.BaseAlpha);
}
}
}
public class StandardUpgrader : MaterialUpgrader
{
public StandardUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, LightweightPipelineAsset.m_StandardShaderPath);
}
}
public class TerrainUpgrader : MaterialUpgrader
{
public TerrainUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, LightweightPipelineAsset.m_StandardShaderPath);
SetFloat("_Shininess", 1.0f);
}
}
}