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165 行
10 KiB

using System.Collections.Generic;
using UnityEditor.Experimental.Rendering;
using UnityEditor;
public class LegacyShadersToLowEndUpgrader : MaterialUpgrader
{
private struct UpgradeParams
{
public float blendMode;
public float specularSource;
public float glosinessSource;
public float reflectionSource;
}
private static class SupportedUpgradeParams
{
static public UpgradeParams diffuseOpaque = new UpgradeParams()
{
blendMode = (float)LowendMobilePipelineMaterialEditor.BlendMode.Opaque,
specularSource = (float)LowendMobilePipelineMaterialEditor.SpecularSource.NoSpecular,
glosinessSource = (float)LowendMobilePipelineMaterialEditor.GlossinessSource.BaseAlpha,
reflectionSource = (float)LowendMobilePipelineMaterialEditor.ReflectionSource.NoReflection
};
static public UpgradeParams specularOpaque = new UpgradeParams()
{
blendMode = (float)LowendMobilePipelineMaterialEditor.BlendMode.Opaque,
specularSource = (float)LowendMobilePipelineMaterialEditor.SpecularSource.SpecularTextureAndColor,
glosinessSource = (float)LowendMobilePipelineMaterialEditor.GlossinessSource.BaseAlpha,
reflectionSource = (float)LowendMobilePipelineMaterialEditor.ReflectionSource.NoReflection
};
static public UpgradeParams diffuseAlpha = new UpgradeParams()
{
blendMode = (float)LowendMobilePipelineMaterialEditor.BlendMode.Alpha,
specularSource = (float)LowendMobilePipelineMaterialEditor.SpecularSource.NoSpecular,
glosinessSource = (float)LowendMobilePipelineMaterialEditor.GlossinessSource.SpecularAlpha,
reflectionSource = (float)LowendMobilePipelineMaterialEditor.ReflectionSource.NoReflection
};
static public UpgradeParams specularAlpha = new UpgradeParams()
{
blendMode = (float)LowendMobilePipelineMaterialEditor.BlendMode.Alpha,
specularSource = (float)LowendMobilePipelineMaterialEditor.SpecularSource.SpecularTextureAndColor,
glosinessSource = (float)LowendMobilePipelineMaterialEditor.GlossinessSource.SpecularAlpha,
reflectionSource = (float)LowendMobilePipelineMaterialEditor.ReflectionSource.NoReflection
};
static public UpgradeParams diffuseAlphaCutout = new UpgradeParams()
{
blendMode = (float)LowendMobilePipelineMaterialEditor.BlendMode.Cutout,
specularSource = (float)LowendMobilePipelineMaterialEditor.SpecularSource.NoSpecular,
glosinessSource = (float)LowendMobilePipelineMaterialEditor.GlossinessSource.SpecularAlpha,
reflectionSource = (float)LowendMobilePipelineMaterialEditor.ReflectionSource.NoReflection
};
static public UpgradeParams specularAlphaCutout = new UpgradeParams()
{
blendMode = (float)LowendMobilePipelineMaterialEditor.BlendMode.Cutout,
specularSource = (float)LowendMobilePipelineMaterialEditor.SpecularSource.SpecularTextureAndColor,
glosinessSource = (float)LowendMobilePipelineMaterialEditor.GlossinessSource.SpecularAlpha,
reflectionSource = (float)LowendMobilePipelineMaterialEditor.ReflectionSource.NoReflection
};
static public UpgradeParams diffuseCubemap = new UpgradeParams()
{
blendMode = (float)LowendMobilePipelineMaterialEditor.BlendMode.Opaque,
specularSource = (float)LowendMobilePipelineMaterialEditor.SpecularSource.NoSpecular,
glosinessSource = (float)LowendMobilePipelineMaterialEditor.GlossinessSource.BaseAlpha,
reflectionSource = (float)LowendMobilePipelineMaterialEditor.ReflectionSource.Cubemap
};
static public UpgradeParams specularCubemap = new UpgradeParams()
{
blendMode = (float)LowendMobilePipelineMaterialEditor.BlendMode.Opaque,
specularSource = (float)LowendMobilePipelineMaterialEditor.SpecularSource.SpecularTextureAndColor,
glosinessSource = (float)LowendMobilePipelineMaterialEditor.GlossinessSource.BaseAlpha,
reflectionSource = (float)LowendMobilePipelineMaterialEditor.ReflectionSource.Cubemap
};
static public UpgradeParams specularCubemapAlpha = new UpgradeParams()
{
blendMode = (float)LowendMobilePipelineMaterialEditor.BlendMode.Alpha,
specularSource = (float)LowendMobilePipelineMaterialEditor.SpecularSource.SpecularTextureAndColor,
glosinessSource = (float)LowendMobilePipelineMaterialEditor.GlossinessSource.BaseAlpha,
reflectionSource = (float)LowendMobilePipelineMaterialEditor.ReflectionSource.Cubemap
};
}
[MenuItem("RenderPipeline/LowEndMobilePipeline/Material Upgraders/Upgrade Legacy Materials to LowEndMobile - Selection", false, 3)]
public static void UpgradeMaterialsToLDSelection()
{
List<MaterialUpgrader> materialUpgraders = new List<MaterialUpgrader>();
GetUpgraders(ref materialUpgraders);
MaterialUpgrader.UpgradeSelection(materialUpgraders, "Upgrade to LD Materials");
}
[MenuItem("RenderPipeline/LowEndMobilePipeline/Material Upgraders/Upgrade Legacy Materials to LowEndMobile - Project", false, 4)]
public static void UpgradeMaterialsToLDProject()
{
List<MaterialUpgrader> materialUpgraders = new List<MaterialUpgrader>();
GetUpgraders(ref materialUpgraders);
MaterialUpgrader.UpgradeProjectFolder(materialUpgraders, "Upgrade to LD Materials");
}
// TODO: Replace this logic with AssignNewShaderToMaterial
private static void GetUpgraders(ref List<MaterialUpgrader> materialUpgraders)
{
/////////////////////////////////////
// Legacy Shaders upgraders /
/////////////////////////////////////
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Diffuse", SupportedUpgradeParams.diffuseOpaque));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Specular", SupportedUpgradeParams.specularOpaque));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Bumped Specular", SupportedUpgradeParams.specularOpaque));
// TODO: option to use environment map as texture or use reflection probe
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Reflective/Bumped Diffuse", SupportedUpgradeParams.diffuseCubemap));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Reflective/Bumped Specular", SupportedUpgradeParams.specularOpaque));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Reflective/Diffuse", SupportedUpgradeParams.diffuseCubemap));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Reflective/Specular", SupportedUpgradeParams.specularOpaque));
// Self-Illum upgrade still not supported
//materialUpgraders.Add(new LegacyShaderToLowEndUpgrader("Legacy Shaders/Self-Illum/Bumped Specular"));
// Alpha Blended
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Transparent/Diffuse", SupportedUpgradeParams.diffuseAlpha));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Transparent/Specular", SupportedUpgradeParams.specularAlpha));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Transparent/Bumped Diffuse", SupportedUpgradeParams.diffuseAlpha));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Transparent/Bumped Specular", SupportedUpgradeParams.specularAlpha));
// Cutout
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Transparent/Cutout/Diffuse", SupportedUpgradeParams.diffuseAlphaCutout));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Transparent/Cutout/Specular", SupportedUpgradeParams.specularAlphaCutout));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Diffuse", SupportedUpgradeParams.diffuseAlphaCutout));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Specular", SupportedUpgradeParams.specularAlphaCutout));
/////////////////////////////////////
// Reflective Shader Upgraders /
/////////////////////////////////////
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Reflective/Diffuse Reflection Spec", SupportedUpgradeParams.specularCubemap));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Reflective/Diffuse Reflection Spec Transp", SupportedUpgradeParams.specularCubemapAlpha));
/////////////////////////////////////
// Mobile Upgraders /
/////////////////////////////////////
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Mobile/Diffuse", SupportedUpgradeParams.diffuseOpaque));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Mobile/Bumped Specular", SupportedUpgradeParams.specularOpaque));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Mobile/Bumped Specular(1 Directional Light)", SupportedUpgradeParams.specularOpaque));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Mobile/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Mobile/Unlit (Supports Lightmap)", SupportedUpgradeParams.diffuseOpaque));
materialUpgraders.Add(new LegacyShadersToLowEndUpgrader("Mobile/VertexLit", SupportedUpgradeParams.specularOpaque));
}
LegacyShadersToLowEndUpgrader(string oldShaderName, UpgradeParams upgraderParams)
{
RenameShader(oldShaderName, "ScriptableRenderPipeline/LowEndMobile");
SetNewFloatProperty("_Mode", upgraderParams.blendMode);
SetNewFloatProperty("_SpecSource", upgraderParams.specularSource);
SetNewFloatProperty("_GlossinessSource", upgraderParams.glosinessSource);
SetNewFloatProperty("_ReflectionSource", upgraderParams.reflectionSource);
}
}