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269 行
11 KiB

using System;
using System.IO;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEngine.SceneManagement;
using UnityEditor.SceneManagement;
using System.Linq;
using System.Collections.Generic;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public class UpgradeMenuItems
{
// Remove a set of variables from the text file target by path
static void UpdateMaterialFile_RemoveLines(string path, string[] variableNames)
{
string[] readText = File.ReadAllLines(path);
List<string> writeText = new List<string>();
foreach (string line in readText)
{
bool found = false;
foreach (string str in variableNames)
{
if (line.Contains(str))
{
found = true;
}
}
if (!found)
writeText.Add(line);
}
File.WriteAllLines(path, writeText.ToArray());
return;
}
// It is a pity but if we call mat.GetFloat("_hdrpVersion"), this return the default value
// if the _hdrpVersion was not written. So older material that haven't been updated can't be detected.
// so for now we must check for _hdrpVersion in the .txt
// maybe in a far future we can rely on just mat.GetFloat("_hdrpVersion")
static float UpdateMaterial_GetVersion(string path, Material mat)
{
// Find the missing property in the file and update EmissiveColor
string[] readText = File.ReadAllLines(path);
foreach (string line in readText)
{
if (line.Contains("_HdrpVersion:"))
{
int startPos = line.IndexOf(":") + 1;
string sub = line.Substring(startPos);
return float.Parse(sub);
}
}
// When _HdrpVersion don't exist we MUST create it, otherwise next call to
// mat.SetFloat("_HdrpVersion", value) will just put the default value instead of the value we pass!
// a call to GetFloat("_HdrpVersion") solve this.
#pragma warning disable 219 // Silent warning
float unused = mat.GetFloat("_HdrpVersion");
#pragma warning restore 219
return 0.0f;
}
// Version 1
// Update EmissiveColor after we remove EmissiveIntensity from all shaders in 2018.2
// Now EmissiveColor is HDR and it must be update to the value new EmissiveColor = old EmissiveColor * EmissiveIntensity
static bool UpdateMaterial_EmissiveColor_1(string path, Material mat)
{
// Find the missing property in the file and update EmissiveColor
string[] readText = File.ReadAllLines(path);
foreach (string line in readText)
{
if (line.Contains("_EmissiveIntensity:"))
{
int startPos = line.IndexOf(":") + 1;
string sub = line.Substring(startPos);
float emissiveIntensity = float.Parse(sub);
Color emissiveColor = Color.black;
if (mat.HasProperty("_EmissiveColor"))
{
emissiveColor = mat.GetColor("_EmissiveColor");
}
emissiveColor *= emissiveIntensity;
emissiveColor.a = 1.0f;
mat.SetColor("_EmissiveColor", emissiveColor);
// Also fix EmissionColor if needed (Allow to let HD handle GI, if black GI is disabled by legacy)
mat.SetColor("_EmissionColor", Color.white);
return true;
}
}
return false;
}
static void UpdateMaterialFile_EmissiveColor_1(string path)
{
string[] variablesNames = new string[1];
variablesNames[0] = "_EmissiveIntensity:";
UpdateMaterialFile_RemoveLines(path, variablesNames);
}
// Version 2
// Update decal material after we added AO and metal selection. It was default to 0 and need to default to 4 now.
// Also we have rename _SupportDBuffer to _SupportDecals
static bool UpdateMaterial_Decals_2(string path, Material mat)
{
bool dirty = false;
if (mat.shader.name == "HDRenderPipeline/Decal")
{
float maskBlendMode = mat.GetFloat("_MaskBlendMode");
if (maskBlendMode == 0.0f)
{
mat.SetFloat("_MaskBlendMode", (float)Decal.MaskBlendFlags.Smoothness);
dirty = true;
}
}
else
{
// Find the missing property in the file and update EmissiveColor
string[] readText = File.ReadAllLines(path);
foreach (string line in readText)
{
if (line.Contains("_SupportDBuffer:"))
{
int startPos = line.IndexOf(":") + 1;
string sub = line.Substring(startPos);
float enableDecal = float.Parse(sub);
mat.SetFloat("_SupportDecals", enableDecal);
// Decal need to also update keywords _DISABLE_DECALS
HDEditorUtils.ResetMaterialKeywords(mat);
dirty = true;
}
}
}
return dirty;
}
static void UpdateMaterialFile_Decals_2(string path)
{
string[] variablesNames = new string[1];
variablesNames[0] = "_SupportDBuffer:";
UpdateMaterialFile_RemoveLines(path, variablesNames);
}
delegate bool UpdateMaterial(string path, Material mat);
delegate void UpdateMaterialFile(string path);
static void UpdateMaterialToNewerVersion(string caption, float scriptVersion, UpdateMaterial updateMaterial, UpdateMaterialFile updateMaterialFile = null)
{
bool VCSEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
var matIds = AssetDatabase.FindAssets("t:Material");
List<string> materialFiles = new List<string>(); // Contain the list dirty files
try
{
for (int i = 0, length = matIds.Length; i < length; i++)
{
var path = AssetDatabase.GUIDToAssetPath(matIds[i]);
var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
EditorUtility.DisplayProgressBar(
"Update material to new version " + caption + "...",
string.Format("{0} / {1} materials updated.", i, length),
i / (float)(length - 1));
if (mat.shader.name == "HDRenderPipeline/LitTessellation" ||
mat.shader.name == "HDRenderPipeline/Lit" ||
mat.shader.name == "HDRenderPipeline/LayeredLit" ||
mat.shader.name == "HDRenderPipeline/LayeredLitTessellation" ||
mat.shader.name == "HDRenderPipeline/StackLit" ||
mat.shader.name == "HDRenderPipeline/Unlit" ||
mat.shader.name == "HDRenderPipeline/Decal"
)
{
// We don't handle embed material as we can't rewrite fbx files
if (Path.GetExtension(path).ToLower() == ".fbx")
{
continue;
}
// Get current version
float materialVersion = UpdateMaterial_GetVersion(path, mat);
if (materialVersion < scriptVersion)
{
updateMaterial(path, mat);
// Update version number to script number (so next script can upgrade correctly)
mat.SetFloat("_HdrpVersion", scriptVersion);
// Checkout the file and tag it as dirty
CoreEditorUtils.CheckOutFile(VCSEnabled, mat);
EditorUtility.SetDirty(mat);
materialFiles.Add(path);
}
}
}
}
finally
{
EditorUtility.ClearProgressBar();
// Save all dirty assets
AssetDatabase.SaveAssets();
}
if (updateMaterialFile == null)
return;
// Now that all the asset have been modified and save, we can safely update the .mat file and remove removed property
try
{
for (int i = 0, length = materialFiles.Count; i < length; i++)
{
string path = materialFiles[i];
EditorUtility.DisplayProgressBar(
"Update .mat files...",
string.Format("{0} / {1} materials .mat file updated.", i, length),
i / (float)(length - 1));
// Note: The file is supposed to be checkout by the previous loop
updateMaterialFile(path);
}
}
finally
{
EditorUtility.ClearProgressBar();
// No need to save in this case
}
}
[MenuItem("Edit/Render Pipeline/Upgrade all Materials to newer version", priority = CoreUtils.editMenuPriority3)]
static public void UpdateMaterialToNewerVersion()
{
// TODO: We need to handle material that are embed inside scene! + How to handle embed material in fbx?
// Add here all the material upgrade functions
// Note: This is a slow path as we go through all files for each script + update the version number after each script execution,
// but it is the safest way to do it currently for incremental upgrade
// Caution: When calling SaveAsset, Unity will update the material with latest addition at the same time, so for example
// unity can add a supportDecal when executing script for version 1 whereas they only appear in version 2 because it is now part
// of the shader. Most of the time this have no consequence, but we never know.
UpdateMaterialToNewerVersion("(EmissiveColor_1)", 1.0f, UpdateMaterial_EmissiveColor_1, UpdateMaterialFile_EmissiveColor_1);
UpdateMaterialToNewerVersion("(Decals_2)", 2.0f, UpdateMaterial_Decals_2, UpdateMaterialFile_Decals_2);
// Caution: Version of latest script and default version in all HDRP shader must match
}
}
}