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using NUnit.Framework;
using UnityEngine;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
class StandardSpecularToHDLitMaterialUpgrader : MaterialUpgrader
{
public StandardSpecularToHDLitMaterialUpgrader()
{
RenameShader("Standard (Specular setup)", "HDRenderPipeline/LitLegacySupport");
RenameTexture("_MainTex", "_BaseColorMap");
RenameColor("_Color", "_BaseColor");
RenameFloat("_Glossiness", "_Smoothness");
RenameTexture("_BumpMap", "_NormalMap");
RenameFloat("_BumpScale", "_NormalScale");
RenameColor("_EmissionColor", "_EmissiveColor");
RenameFloat("_DetailNormalMapScale", "_DetailNormalScale");
RenameTexture("_DetailNormalMap", "_DetailMap");
// Anything reasonable that can be done here?
//RenameFloat("_SpecColor", ...);
//@TODO: Seb. Why do we multiply color by intensity
// in shader when we can just store a color?
// builtinData.emissiveColor * builtinData.emissiveIntensity
}
public override void Convert(Material srcMaterial, Material dstMaterial)
{
base.Convert(srcMaterial, dstMaterial);
//@TODO: Find a good way of setting up keywords etc from properties.
// Code should be shared with material UI code.
}
[Test]
public void UpgradeMaterial()
{
var newShader = Shader.Find("HDRenderPipeline/LitLegacySupport");
var mat = new Material(Shader.Find("Standard (Specular setup)"));
var albedo = new Texture2D(1, 1);
var normals = new Texture2D(1, 1);
var baseScale = new Vector2(1, 1);
var color = Color.red;
mat.mainTexture = albedo;
mat.SetTexture("_BumpMap", normals);
mat.color = color;
mat.SetTextureScale("_MainTex", baseScale);
MaterialUpgrader.Upgrade(mat, new StandardSpecularToHDLitMaterialUpgrader(), MaterialUpgrader.UpgradeFlags.CleanupNonUpgradedProperties);
Assert.AreEqual(newShader, mat.shader);
Assert.AreEqual(albedo, mat.GetTexture("_BaseColorMap"));
Assert.AreEqual(color, mat.GetColor("_BaseColor"));
Assert.AreEqual(baseScale, mat.GetTextureScale("_BaseColorMap"));
Assert.AreEqual(normals, mat.GetTexture("_NormalMap"));
}
}
}