UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Editor/SpeedTree8MaterialUpgrader.cs

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2024-10-27 10:53:47 +03:00
using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.Experimental.Rendering;
namespace UnityEditor.Rendering
{
/// <summary>
/// Material upgrader and relevant utilities for SpeedTree 8.
/// </summary>
public class SpeedTree8MaterialUpgrader : MaterialUpgrader
{
private enum WindQuality
{
None = 0,
Fastest,
Fast,
Better,
Best,
Palm,
Count
}
private static string[] WindQualityString =
{
"_WINDQUALITY_NONE",
"_WINDQUALITY_FASTEST",
"_WINDQUALITY_FAST",
"_WINDQUALITY_BETTER",
"_WINDQUALITY_BEST",
"_WINDQUALITY_PALM"
};
static private class Uniforms
{
internal static int _WINDQUALITY = Shader.PropertyToID("_WINDQUALITY");
internal static int EFFECT_BILLBOARD = Shader.PropertyToID("EFFECT_BILLBOARD");
internal static int EFFECT_EXTRA_TEX = Shader.PropertyToID("EFFECT_EXTRA_TEX");
internal static int _TwoSided = Shader.PropertyToID("_TwoSided");
internal static int _WindQuality = Shader.PropertyToID("_WindQuality");
}
/// <summary>
/// Returns true if the material contains a SpeedTree Wind keyword.
/// </summary>
/// <param name="material">Material to check</param>
/// <returns> true if the material has a SpeedTree wind keyword that enables Vertex Shader wind animation </returns>
public static bool DoesMaterialHaveSpeedTreeWindKeyword(Material material)
{
foreach(string keyword in WindQualityString)
if(material.IsKeywordEnabled(keyword))
return true;
return false;
}
/// <summary>
/// Checks the material for SpeedTree keywords to determine if the wind is enabled.
/// </summary>
/// <param name="material">Material to check</param>
/// <returns> true if the material has a SpeedTree wind keyword that enables Vertex Shader wind animation and WindQuality other than None (0) </returns>
public static bool IsWindEnabled(Material material)
{
return HasWindEnabledKeyword(material) && HasWindQualityPropertyEnabled(material);
}
private static bool HasWindEnabledKeyword(Material material)
{
for(int i=1/*skip NONE*/; i<WindQualityString.Length; ++i)
{
if(material.IsKeywordEnabled(WindQualityString[i]))
return true;
}
return false;
}
private static bool HasWindQualityPropertyEnabled(Material material)
{
return material.HasProperty("_WindQuality") && material.GetFloat(Uniforms._WindQuality) > 0.0f;
}
/// <summary>
/// Creates a material upgrader that handles the property renames that HD and Universal have in common when upgrading
/// from the built-in SpeedTree 8 shader.
/// </summary>
/// <param name="sourceShaderName">Original SpeedTree8 shader name.</param>
/// <param name="destShaderName">New SpeedTree 8 shader name.</param>
/// <param name="finalizer">A delegate that postprocesses the material for the render pipeline in use.</param>
public SpeedTree8MaterialUpgrader(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer = null)
{
RenameShader(sourceShaderName, destShaderName, finalizer);
RenameFloat("_WindQuality", "_WINDQUALITY");
RenameFloat("_BillboardKwToggle", "EFFECT_BILLBOARD");
RenameKeywordToFloat("EFFECT_EXTRA_TEX", "EFFECT_EXTRA_TEX", 1, 0);
RenameKeywordToFloat("EFFECT_SUBSURFACE", "_SubsurfaceKwToggle", 1, 0);
RenameKeywordToFloat("EFFECT_BUMP", "_NormalMapKwToggle", 1, 0);
RenameKeywordToFloat("EFFECT_HUE_VARIATION", "_HueVariationKwToggle", 1, 0);
}
/// <summary>
/// Postprocesses materials while you are importing a SpeedTree 8 asset. Call from OnPostprocessSpeedTree in a MaterialPostprocessor.
/// </summary>
/// <param name="speedtree">The GameObject Unity creates from this imported SpeedTree.</param>
/// <param name="stImporter">The asset importer used to import this SpeedTree asset.</param>
/// <param name="finalizer">Render pipeline-specific material finalizer.</param>
public static void PostprocessSpeedTree8Materials(GameObject speedtree, SpeedTreeImporter stImporter, MaterialFinalizer finalizer = null)
{
LODGroup lg = speedtree.GetComponent<LODGroup>();
LOD[] lods = lg.GetLODs();
for (int l = 0; l < lods.Length; l++)
{
LOD lod = lods[l];
bool isBillboard = stImporter.hasBillboard && (l == lods.Length - 1);
int wq = Mathf.Min(stImporter.windQualities[l], stImporter.bestWindQuality);
foreach (Renderer r in lod.renderers)
{
foreach (Material m in r.sharedMaterials)
{
if (m == null)
continue;
float cutoff = stImporter.alphaTestRef;
int cullmode = isBillboard ? 2 : 0;
m.SetFloat(Uniforms._WINDQUALITY, wq);
if (isBillboard)
{
m.SetFloat(Uniforms.EFFECT_BILLBOARD, 1.0f);
}
m.SetFloat(Uniforms._TwoSided, cullmode); // Temporary; Finalizer should read from this and apply the value to a pipeline-specific cull property
if (m.IsKeywordEnabled("EFFECT_EXTRA_TEX"))
m.SetFloat(Uniforms.EFFECT_EXTRA_TEX, 1.0f);
if (finalizer != null)
finalizer(m);
}
}
}
}
/// <summary>
/// Preserves wind quality and billboard settings while you are upgrading a SpeedTree 8 material from previous versions of SpeedTree 8.
/// Wind priority order is _WindQuality float value > enabled keyword.
/// Should work for upgrading versions within a pipeline and from standard to current pipeline.
/// </summary>
/// <param name="material">SpeedTree 8 material to upgrade.</param>
public static void SpeedTree8MaterialFinalizer(Material material)
{
UpgradeWindQuality(material);
}
private static void UpgradeWindQuality(Material material, int windQuality = -1)
{
int wq = GetWindQuality(material, windQuality);
SetWindQuality(material, wq);
}
private static int GetWindQuality(Material material, int windQuality = -1)
{
// Conservative wind quality priority:
// input WindQuality > enabled keyword > _WindQuality float value
if (!WindIntValid(windQuality))
{
windQuality = material.HasProperty(Uniforms._WindQuality) ? (int)material.GetFloat(Uniforms._WindQuality) : 0;
if (!WindIntValid(windQuality))
{
windQuality = GetWindQualityFromKeywords(material.shaderKeywords);
if (!WindIntValid(windQuality))
windQuality = 0;
}
}
return windQuality;
}
private static void ClearWindKeywords(Material material)
{
if (material == null)
return;
for (int i = 0; i < (int)WindQuality.Count; i++)
{
material.DisableKeyword(WindQualityString[i]);
}
}
private static void SetWindQuality(Material material, int windQuality)
{
Debug.Assert(WindIntValid(windQuality), "Attempting to set invalid wind quality on material " + material.name);
if (material == null)
return;
if (windQuality != GetWindQualityFromKeywords(material.shaderKeywords))
{
ClearWindKeywords(material);
}
material.EnableKeyword(WindQualityString[windQuality]);
material.SetFloat(Uniforms._WindQuality, windQuality); // A legacy float used in native code to apply wind data
if (material.HasProperty("_WINDQUALITY"))
material.SetFloat(Uniforms._WINDQUALITY, windQuality); // The actual name of the keyword enum for the shadergraph
}
private static int GetWindQualityFromKeywords(string[] matKws)
{
foreach (string kw in matKws)
{
if (kw.StartsWith("_WINDQUALITY_"))
{
for (int i = 0; i < (int)WindQuality.Count; i++)
{
if (kw.EndsWith(WindQualityString[i]))
return i;
}
}
}
return -1;
}
private static bool WindIntValid(int windInt)
{
return ((int)WindQuality.None <= windInt) && (windInt < (int)WindQuality.Count);
}
}
}