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227 行
10 KiB
227 行
10 KiB
using UnityEngine;
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using System.Collections.Generic;
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namespace UnityEditor.Experimental.Rendering.HDPipeline
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{
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public class StandardsToHDLitMaterialUpgrader : MaterialUpgrader
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{
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static readonly string Standard = "Standard";
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static readonly string Standard_Spec = "Standard (Specular setup)";
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static readonly string Standard_Rough = "Standard (Roughness setup)";
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public StandardsToHDLitMaterialUpgrader(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer = null)
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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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RenameTexture("_ParallaxMap", "_HeightMap");
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RenameTexture("_EmissionMap", "_EmissiveColorMap");
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RenameTexture("_DetailAlbedoMap", "_DetailMap");
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RenameFloat("_UVSec", "_UVDetail");
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SetFloat("_LinkDetailsWithBase", 0);
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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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if (sourceShaderName == Standard)
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{
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SetFloat("_MaterialID", 1f);
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}
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if (sourceShaderName == Standard_Spec)
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{
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SetFloat("_MaterialID", 4f);
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RenameColor("_SpecColor", "_SpecularColor");
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RenameTexture("_SpecGlossMap", "_SpecularColorMap");
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}
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}
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public override void Convert(Material srcMaterial, Material dstMaterial)
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{
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dstMaterial.hideFlags = HideFlags.DontUnloadUnusedAsset;
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base.Convert(srcMaterial, dstMaterial);
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// ---------- Mask Map ----------
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// Metallic
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bool hasMetallic = false;
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Texture metallicMap = Texture2D.blackTexture;
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if ( (srcMaterial.shader.name == Standard) || (srcMaterial.shader.name == Standard_Rough) )
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{
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hasMetallic = srcMaterial.GetTexture("_MetallicGlossMap") != null;
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if (hasMetallic)
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{
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metallicMap = TextureCombiner.GetTextureSafe(srcMaterial, "_MetallicGlossMap", Color.white);
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}
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else
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{
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float metallicValue = Mathf.Pow(srcMaterial.GetFloat("_Metallic"), 2.2f); // Convert _Metallic value from Gamma to Linear
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dstMaterial.SetFloat("_Metallic", metallicValue);
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metallicMap = TextureCombiner.TextureFromColor(Color.white * metallicValue);
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}
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}
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// Occlusion
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bool hasOcclusion = srcMaterial.GetTexture("_OcclusionMap") != null;
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Texture occlusionMap = Texture2D.whiteTexture;
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if (hasOcclusion) occlusionMap = TextureCombiner.GetTextureSafe(srcMaterial, "_OcclusionMap", Color.white);
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// Detail Mask
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bool hasDetailMask = srcMaterial.GetTexture("_DetailMask") != null;
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Texture detailMaskMap = Texture2D.whiteTexture;
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if (hasDetailMask) detailMaskMap = TextureCombiner.GetTextureSafe(srcMaterial, "_DetailMask", Color.white);
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// Smoothness
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bool hasSmoothness = false;
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Texture2D smoothnessMap = TextureCombiner.TextureFromColor(Color.grey);
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if (srcMaterial.shader.name == Standard_Rough)
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{
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hasSmoothness = srcMaterial.GetTexture("_SpecGlossMap") != null;
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if (hasSmoothness)
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smoothnessMap = (Texture2D)TextureCombiner.GetTextureSafe(srcMaterial, "_SpecGlossMap", Color.grey);
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}
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else
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{
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string smoothnessTextureChannel = "_MainTex";
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if ( srcMaterial.GetFloat("_SmoothnessTextureChannel") == 0 )
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{
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if (srcMaterial.shader.name == Standard) smoothnessTextureChannel = "_MetallicGlossMap";
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if (srcMaterial.shader.name == Standard_Spec) smoothnessTextureChannel = "_SpecGlossMap";
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}
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smoothnessMap = (Texture2D) srcMaterial.GetTexture( smoothnessTextureChannel );
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if (smoothnessMap != null)
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{
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hasSmoothness = true;
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if (!TextureCombiner.TextureHasAlpha(smoothnessMap))
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{
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smoothnessMap = TextureCombiner.TextureFromColor(Color.white);
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}
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}
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else
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{
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smoothnessMap = TextureCombiner.TextureFromColor(Color.white * srcMaterial.GetFloat("_Glossiness"));
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}
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}
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// Build the mask map
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if ( hasMetallic || hasOcclusion || hasDetailMask || hasSmoothness )
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{
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Texture2D maskMap;
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TextureCombiner maskMapCombiner = new TextureCombiner(
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metallicMap, 0, // R: Metallic from red
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occlusionMap, 1, // G: Occlusion from green
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detailMaskMap, 3, // B: Detail Mask from alpha
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smoothnessMap, (srcMaterial.shader.name == Standard_Rough)?-4:3 // A: Smoothness Texture from inverse greyscale for roughness setup, or alpha
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);
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dstMaterial.SetFloat("_Metallic", 1f); // Force _Metallic value to 1, to use the value stored in the mask map without modification
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string maskMapPath = AssetDatabase.GetAssetPath(srcMaterial);
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maskMapPath = maskMapPath.Remove(maskMapPath.Length-4) + "_MaskMap.png";
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maskMap = maskMapCombiner.Combine( maskMapPath );
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dstMaterial.SetTexture("_MaskMap", maskMap);
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}
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dstMaterial.SetFloat("_AORemapMin", 1f - srcMaterial.GetFloat("_OcclusionStrength"));
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// Specular Setup Specific
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if (srcMaterial.shader.name == Standard_Spec)
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{
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// if there is a specular map, change the specular color to white
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if (srcMaterial.GetTexture("_SpecGlossMap") != null ) dstMaterial.SetColor("_SpecularColor", Color.white);
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}
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// ---------- Height Map ----------
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bool hasHeightMap = srcMaterial.GetTexture("_ParallaxMap") != null;
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if (hasHeightMap) // Enable Parallax Occlusion Mapping
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{
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dstMaterial.SetFloat("_DisplacementMode", 2);
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dstMaterial.SetFloat("_HeightPoMAmplitude", srcMaterial.GetFloat("_Parallax") * 2f);
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}
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// ---------- Detail Map ----------
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bool hasDetailAlbedo = srcMaterial.GetTexture("_DetailAlbedoMap") != null;
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bool hasDetailNormal = srcMaterial.GetTexture("_DetailNormalMap") != null;
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if ( hasDetailAlbedo || hasDetailNormal )
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{
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Texture2D detailMap;
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TextureCombiner detailCombiner = new TextureCombiner(
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TextureCombiner.GetTextureSafe(srcMaterial, "_DetailAlbedoMap", Color.grey), 4, // Albedo (overlay)
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TextureCombiner.GetTextureSafe(srcMaterial, "_DetailNormalMap", Color.grey), 1, // Normal Y
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TextureCombiner.midGrey, 1, // Smoothness
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TextureCombiner.GetTextureSafe(srcMaterial, "_DetailNormalMap", Color.grey), 0 // Normal X
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);
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string detailMapPath = AssetDatabase.GetAssetPath(srcMaterial);
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detailMapPath = detailMapPath.Remove(detailMapPath.Length-4) + "_DetailMap.png";
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detailMap = detailCombiner.Combine( detailMapPath );
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dstMaterial.SetTexture("_DetailMap", detailMap);
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}
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// Blend Mode
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int previousBlendMode = srcMaterial.GetInt("_Mode");
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switch (previousBlendMode)
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{
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case 0: // Opaque
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dstMaterial.SetFloat("_SurfaceType", 0);
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dstMaterial.SetFloat("_BlendMode", 0);
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dstMaterial.SetFloat("_AlphaCutoffEnable", 0);
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dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 1);
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break;
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case 1: // Cutout
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dstMaterial.SetFloat("_SurfaceType", 0);
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dstMaterial.SetFloat("_BlendMode", 0);
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dstMaterial.SetFloat("_AlphaCutoffEnable", 1);
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dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 1);
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break;
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case 2: // Fade -> Alpha + Disable preserve specular
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dstMaterial.SetFloat("_SurfaceType", 1);
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dstMaterial.SetFloat("_BlendMode", 0);
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dstMaterial.SetFloat("_AlphaCutoffEnable", 0);
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dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 0);
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break;
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case 3: // Transparent -> Alpha
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dstMaterial.SetFloat("_SurfaceType", 1);
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dstMaterial.SetFloat("_BlendMode", 0);
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dstMaterial.SetFloat("_AlphaCutoffEnable", 0);
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dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 1);
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break;
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}
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// Emission: Convert the HDR emissive color to ldr color + intensity
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Color hdrEmission = srcMaterial.GetColor("_EmissionColor");
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float intensity = Mathf.Max(hdrEmission.r, Mathf.Max(hdrEmission.g, hdrEmission.b));
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if (intensity > 1f)
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{
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hdrEmission.r /= intensity;
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hdrEmission.g /= intensity;
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hdrEmission.b /= intensity;
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}
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else
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intensity = 1f;
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intensity = Mathf.Pow(intensity, 2.2f); // Gamma to Linear conversion
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dstMaterial.SetColor("_EmissiveColor", hdrEmission);
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dstMaterial.SetFloat("_EmissiveIntensity", intensity);
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HDEditorUtils.ResetMaterialKeywords(dstMaterial);
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}
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}
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}
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