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