139 lines
5.9 KiB
C#
139 lines
5.9 KiB
C#
|
using System;
|
||
|
using System.IO;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEditor.Rendering.Universal;
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.Rendering.Universal;
|
||
|
|
||
|
|
||
|
namespace UnityEditor.Rendering.Universal
|
||
|
{
|
||
|
internal sealed class BuiltInToURP2DMaterialUpgrader : RenderPipelineConverter
|
||
|
{
|
||
|
public override string name => "Material and Material Reference Upgrade";
|
||
|
public override string info => "This will upgrade all materials and material references.";
|
||
|
public override int priority => -1000;
|
||
|
public override Type container => typeof(BuiltInToURP2DConverterContainer);
|
||
|
|
||
|
List<string> m_AssetsToConvert = new List<string>();
|
||
|
|
||
|
Material m_SpriteLitDefaultMat;
|
||
|
Material m_SpritesDefaultMat;
|
||
|
Material m_SpritesMaskMat;
|
||
|
Material m_SpriteMaskDefaultMat;
|
||
|
Shader m_SpriteLitDefaultShader;
|
||
|
Shader m_SpritesDefaultShader;
|
||
|
|
||
|
string m_SpritesDefaultShaderId;
|
||
|
string m_SpritesDefaultMatId;
|
||
|
string m_SpritesMaskMatId;
|
||
|
|
||
|
void UpgradeGameObject(GameObject go)
|
||
|
{
|
||
|
Renderer[] renderers = go.GetComponentsInChildren<Renderer>();
|
||
|
foreach (Renderer renderer in renderers)
|
||
|
{
|
||
|
if (!PrefabUtility.IsPartOfPrefabInstance(renderer))
|
||
|
{
|
||
|
int materialCount = renderer.sharedMaterials.Length;
|
||
|
Material[] newMaterials = new Material[materialCount];
|
||
|
bool updateMaterials = false;
|
||
|
|
||
|
for (int matIndex = 0; matIndex < materialCount; matIndex++)
|
||
|
{
|
||
|
if (renderer.sharedMaterials[matIndex] == m_SpritesDefaultMat)
|
||
|
{
|
||
|
newMaterials[matIndex] = m_SpriteLitDefaultMat;
|
||
|
updateMaterials = true;
|
||
|
}
|
||
|
else if (renderer.sharedMaterials[matIndex] == m_SpritesMaskMat)
|
||
|
{
|
||
|
newMaterials[matIndex] = m_SpriteMaskDefaultMat;
|
||
|
updateMaterials = true;
|
||
|
}
|
||
|
else
|
||
|
newMaterials[matIndex] = renderer.sharedMaterials[matIndex];
|
||
|
}
|
||
|
|
||
|
if (updateMaterials)
|
||
|
renderer.sharedMaterials = newMaterials;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void OnInitialize(InitializeConverterContext context, Action callback)
|
||
|
{
|
||
|
Renderer2DData data = Light2DEditorUtility.GetRenderer2DData();
|
||
|
if (data != null)
|
||
|
m_SpriteLitDefaultMat = data.GetDefaultMaterial(DefaultMaterialType.Sprite);
|
||
|
else
|
||
|
m_SpriteLitDefaultMat = AssetDatabase.LoadAssetAtPath<Material>("Packages/com.unity.render-pipelines.universal/Runtime/Materials/Sprite-Lit-Default.mat");
|
||
|
|
||
|
m_SpritesDefaultMat = AssetDatabase.GetBuiltinExtraResource<Material>("Sprites-Default.mat");
|
||
|
m_SpriteMaskDefaultMat = AssetDatabase.LoadAssetAtPath<Material>("Packages/com.unity.render-pipelines.universal/Runtime/Materials/SpriteMask-Default.mat");
|
||
|
m_SpritesMaskMat = AssetDatabase.GetBuiltinExtraResource<Material>("Sprites-Mask.mat");
|
||
|
m_SpriteLitDefaultShader = m_SpriteLitDefaultMat.shader;
|
||
|
m_SpritesDefaultShader = m_SpritesDefaultMat.shader;
|
||
|
m_SpritesDefaultShaderId = URP2DConverterUtility.GetObjectIDString(m_SpritesDefaultShader);
|
||
|
m_SpritesDefaultMatId = URP2DConverterUtility.GetObjectIDString(m_SpritesDefaultMat);
|
||
|
m_SpritesMaskMatId = URP2DConverterUtility.GetObjectIDString(m_SpritesMaskMat);
|
||
|
|
||
|
string[] allAssetPaths = AssetDatabase.GetAllAssetPaths();
|
||
|
|
||
|
foreach (string path in allAssetPaths)
|
||
|
{
|
||
|
if (URP2DConverterUtility.IsPSB(path) || URP2DConverterUtility.IsMaterialPath(path, m_SpritesDefaultShaderId) || URP2DConverterUtility.IsPrefabOrScenePath(path, new string[] { m_SpritesDefaultMatId, m_SpritesMaskMatId }))
|
||
|
{
|
||
|
ConverterItemDescriptor desc = new ConverterItemDescriptor()
|
||
|
{
|
||
|
name = Path.GetFileNameWithoutExtension(path),
|
||
|
info = path,
|
||
|
warningMessage = String.Empty,
|
||
|
helpLink = String.Empty
|
||
|
};
|
||
|
|
||
|
// Each converter needs to add this info using this API.
|
||
|
m_AssetsToConvert.Add(path);
|
||
|
context.AddAssetToConvert(desc);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
callback.Invoke();
|
||
|
}
|
||
|
|
||
|
public override void OnRun(ref RunItemContext context)
|
||
|
{
|
||
|
string result = string.Empty;
|
||
|
string ext = Path.GetExtension(context.item.descriptor.info);
|
||
|
if (ext == ".prefab")
|
||
|
result = URP2DConverterUtility.UpgradePrefab(context.item.descriptor.info, UpgradeGameObject);
|
||
|
else if (ext == ".unity")
|
||
|
URP2DConverterUtility.UpgradeScene(context.item.descriptor.info, UpgradeGameObject);
|
||
|
else if (ext == ".mat")
|
||
|
URP2DConverterUtility.UpgradeMaterial(context.item.descriptor.info, m_SpritesDefaultShader, m_SpriteLitDefaultShader);
|
||
|
else if (ext == ".psb" || ext == ".psd")
|
||
|
result = URP2DConverterUtility.UpgradePSB(context.item.descriptor.info);
|
||
|
|
||
|
if (result != string.Empty)
|
||
|
{
|
||
|
context.didFail = true;
|
||
|
context.info = result;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
context.hasConverted = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void OnClicked(int index)
|
||
|
{
|
||
|
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(m_AssetsToConvert[index]));
|
||
|
}
|
||
|
|
||
|
public override void OnPostRun()
|
||
|
{
|
||
|
Resources.UnloadUnusedAssets();
|
||
|
}
|
||
|
}
|
||
|
}
|