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43 行
1.9 KiB
43 行
1.9 KiB
using UnityEngine;
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namespace UnityEditor.Experimental.Rendering.HDPipeline
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{
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public class StandardSpecularToHDLitMaterialUpgrader : MaterialUpgrader
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{
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public StandardSpecularToHDLitMaterialUpgrader() : this("Standard (Specular setup)", "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass) {}
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public StandardSpecularToHDLitMaterialUpgrader(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer)
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{
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RenameShader(sourceShaderName, destShaderName, finalizer);
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RenameTexture("_MainTex", "_BaseColorMap");
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RenameColor("_Color", "_BaseColor");
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RenameFloat("_Glossiness", "_Smoothness");
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RenameTexture("_BumpMap", "_NormalMap");
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RenameFloat("_BumpScale", "_NormalScale");
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RenameColor("_EmissionColor", "_EmissiveColor");
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RenameFloat("_DetailNormalMapScale", "_DetailNormalScale");
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RenameFloat("_Cutoff", "_AlphaCutoff");
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RenameKeywordToFloat("_ALPHATEST_ON", "_AlphaCutoffEnable", 1f, 0f);
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// the HD renderloop packs detail albedo and detail normals into a single texture.
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// mapping the detail normal map, if any, to the detail map, should do the right thing if
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// there is no detail albedo.
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RenameTexture("_DetailNormalMap", "_DetailMap");
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// Anything reasonable that can be done here?
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//RenameFloat("_SpecColor", ...);
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//@TODO: Seb. Why do we multiply color by intensity
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// in shader when we can just store a color?
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// builtinData.emissiveColor * builtinData.emissiveIntensity
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}
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public override void Convert(Material srcMaterial, Material dstMaterial)
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{
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base.Convert(srcMaterial, dstMaterial);
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//@TODO: Find a good way of setting up keywords etc from properties.
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// Code should be shared with material UI code.
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}
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}
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}
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