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
172 行
6.0 KiB
172 行
6.0 KiB
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using System;
|
|
|
|
namespace UnityEditor.Experimental.Rendering
|
|
{
|
|
public class MaterialUpgrader
|
|
{
|
|
string m_OldShader;
|
|
string m_NewShader;
|
|
|
|
Dictionary<string, string> m_TextureRename = new Dictionary<string, string>();
|
|
Dictionary<string, string> m_FloatRename = new Dictionary<string, string>();
|
|
Dictionary<string, string> m_ColorRename = new Dictionary<string, string>();
|
|
|
|
[Flags]
|
|
public enum UpgradeFlags
|
|
{
|
|
None = 0,
|
|
LogErrorOnNonExistingProperty = 1,
|
|
CleanupNonUpgradedProperties = 2,
|
|
}
|
|
|
|
public void Upgrade(Material material, UpgradeFlags flags)
|
|
{
|
|
Material newMaterial;
|
|
if ((flags & UpgradeFlags.CleanupNonUpgradedProperties) != 0)
|
|
{
|
|
newMaterial = new Material(Shader.Find(m_NewShader));
|
|
}
|
|
else
|
|
{
|
|
newMaterial = UnityEngine.Object.Instantiate(material) as Material;
|
|
newMaterial.shader = Shader.Find(m_NewShader);
|
|
}
|
|
|
|
Convert(material, newMaterial);
|
|
|
|
material.shader = Shader.Find(m_NewShader);
|
|
material.CopyPropertiesFromMaterial(newMaterial);
|
|
UnityEngine.Object.DestroyImmediate(newMaterial);
|
|
}
|
|
|
|
// Overridable function to implement custom material upgrading functionality
|
|
public virtual void Convert(Material srcMaterial, Material dstMaterial)
|
|
{
|
|
foreach (var t in m_TextureRename)
|
|
{
|
|
dstMaterial.SetTextureScale(t.Value, srcMaterial.GetTextureScale(t.Key));
|
|
dstMaterial.SetTextureOffset(t.Value, srcMaterial.GetTextureOffset(t.Key));
|
|
dstMaterial.SetTexture(t.Value, srcMaterial.GetTexture(t.Key));
|
|
}
|
|
|
|
foreach (var t in m_FloatRename)
|
|
dstMaterial.SetFloat(t.Value, srcMaterial.GetFloat(t.Key));
|
|
|
|
foreach (var t in m_ColorRename)
|
|
dstMaterial.SetColor(t.Value, srcMaterial.GetColor(t.Key));
|
|
}
|
|
|
|
public void RenameShader(string oldName, string newName)
|
|
{
|
|
m_OldShader = oldName;
|
|
m_NewShader = newName;
|
|
}
|
|
|
|
public void RenameTexture(string oldName, string newName)
|
|
{
|
|
m_TextureRename[oldName] = newName;
|
|
}
|
|
|
|
public void RenameFloat(string oldName, string newName)
|
|
{
|
|
m_FloatRename[oldName] = newName;
|
|
}
|
|
|
|
public void RenameColor(string oldName, string newName)
|
|
{
|
|
m_ColorRename[oldName] = newName;
|
|
}
|
|
|
|
static bool IsMaterialPath(string path)
|
|
{
|
|
return path.EndsWith(".mat", StringComparison.OrdinalIgnoreCase);
|
|
}
|
|
|
|
static MaterialUpgrader GetUpgrader(List<MaterialUpgrader> upgraders, Material material)
|
|
{
|
|
if (material == null || material.shader == null)
|
|
return null;
|
|
|
|
string shaderName = material.shader.name;
|
|
for (int i = 0; i != upgraders.Count; i++)
|
|
{
|
|
if (upgraders[i].m_OldShader == shaderName)
|
|
return upgraders[i];
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
//@TODO: Only do this when it exceeds memory consumption...
|
|
static void SaveAssetsAndFreeMemory()
|
|
{
|
|
AssetDatabase.SaveAssets();
|
|
GC.Collect();
|
|
EditorUtility.UnloadUnusedAssetsImmediate();
|
|
AssetDatabase.Refresh();
|
|
}
|
|
|
|
public static void UpgradeProjectFolder(List<MaterialUpgrader> upgraders, string progressBarName)
|
|
{
|
|
int totalMaterialCount = 0;
|
|
foreach (string s in UnityEditor.AssetDatabase.GetAllAssetPaths())
|
|
{
|
|
if (IsMaterialPath(s))
|
|
totalMaterialCount++;
|
|
}
|
|
|
|
int materialIndex = 0;
|
|
foreach (string path in UnityEditor.AssetDatabase.GetAllAssetPaths())
|
|
{
|
|
if (IsMaterialPath(path))
|
|
{
|
|
materialIndex++;
|
|
if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", materialIndex, totalMaterialCount, path), (float)materialIndex / (float)totalMaterialCount))
|
|
break;
|
|
|
|
Material m = UnityEditor.AssetDatabase.LoadMainAssetAtPath(path) as Material;
|
|
Upgrade(m, upgraders, UpgradeFlags.None);
|
|
|
|
//SaveAssetsAndFreeMemory();
|
|
}
|
|
}
|
|
|
|
UnityEditor.EditorUtility.ClearProgressBar();
|
|
}
|
|
|
|
public static void Upgrade(Material material, MaterialUpgrader upgrader, UpgradeFlags flags)
|
|
{
|
|
var upgraders = new List<MaterialUpgrader>();
|
|
upgraders.Add(upgrader);
|
|
Upgrade(material, upgraders, flags);
|
|
}
|
|
|
|
public static void Upgrade(Material material, List<MaterialUpgrader> upgraders, UpgradeFlags flags)
|
|
{
|
|
var upgrader = GetUpgrader(upgraders, material);
|
|
if (upgrader != null)
|
|
upgrader.Upgrade(material, flags);
|
|
}
|
|
|
|
public static void UpgradeSelection(List<MaterialUpgrader> upgraders, string progressBarName)
|
|
{
|
|
string lastMaterialName = "";
|
|
var selection = Selection.objects;
|
|
for (int i = 0; i < selection.Length; i++)
|
|
{
|
|
|
|
if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", i, selection.Length, lastMaterialName), (float)i / (float)selection.Length))
|
|
break;
|
|
|
|
var material = selection[i] as Material;
|
|
Upgrade(material, upgraders, UpgradeFlags.None);
|
|
if (material != null)
|
|
lastMaterialName = material.name;
|
|
}
|
|
|
|
UnityEditor.EditorUtility.ClearProgressBar();
|
|
}
|
|
}
|
|
}
|