UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs
2024-10-27 10:53:47 +03:00

782 lines
38 KiB
C#

using System;
using System.Collections.Generic;
using UnityEditor.Rendering.Universal;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using System.Runtime.CompilerServices;
using System.Linq;
[assembly: InternalsVisibleTo("MaterialPostprocessor")]
namespace UnityEditor.Rendering.Universal
{
internal sealed class UniversalRenderPipelineMaterialUpgrader : RenderPipelineConverter
{
public override string name => "Material Upgrade";
public override string info => "This converter converts Materials from the Built-in Render Pipeline to URP. This converter works best on default pre-built Materials that are supplied by Unity. Custom Materials are not supported.";
public override int priority => -1000;
public override Type container => typeof(BuiltInToURPConverterContainer);
List<string> m_AssetsToConvert = new List<string>();
static List<MaterialUpgrader> m_Upgraders;
private static HashSet<string> m_ShaderNamesToIgnore;
public IReadOnlyList<MaterialUpgrader> upgraders => m_Upgraders;
static UniversalRenderPipelineMaterialUpgrader()
{
m_Upgraders = new List<MaterialUpgrader>();
GetUpgraders(ref m_Upgraders);
m_ShaderNamesToIgnore = new HashSet<string>();
GetShaderNamesToIgnore(ref m_ShaderNamesToIgnore);
}
private static void UpgradeProjectMaterials()
{
m_Upgraders = new List<MaterialUpgrader>();
GetUpgraders(ref m_Upgraders);
m_ShaderNamesToIgnore = new HashSet<string>();
GetShaderNamesToIgnore(ref m_ShaderNamesToIgnore);
MaterialUpgrader.UpgradeProjectFolder(m_Upgraders, m_ShaderNamesToIgnore, "Upgrade to URP Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound);
// TODO: return upgrade paths and pass to AnimationClipUpgrader
AnimationClipUpgrader.DoUpgradeAllClipsMenuItem(m_Upgraders, "Upgrade Animation Clips to URP Materials");
}
[MenuItem("Edit/Rendering/Materials/Convert Selected Built-in Materials to URP", true)]
static bool MaterialValidate(MenuCommand command)
{
foreach (var obj in Selection.objects)
{
if (obj is not Material) return false;
}
return true;
}
[MenuItem("Edit/Rendering/Materials/Convert Selected Built-in Materials to URP", priority = CoreUtils.Sections.section1 + CoreUtils.Priorities.editMenuPriority + 1)]
private static void UpgradeSelectedMaterialsMenuItem()
{
UpgradeSelectedMaterials(false);
}
// Added bool variable in case this method was used by anyone.
// Doing this, since the menuitem should behave as it did before,
// and then we didn't have the Animation clips upgrader
private static void UpgradeSelectedMaterials(bool UpgradeAnimationClips = true)
{
List<MaterialUpgrader> upgraders = new List<MaterialUpgrader>();
GetUpgraders(ref upgraders);
HashSet<string> shaderNamesToIgnore = new HashSet<string>();
GetShaderNamesToIgnore(ref shaderNamesToIgnore);
MaterialUpgrader.UpgradeSelection(upgraders, shaderNamesToIgnore, "Upgrade to URP Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound);
if (UpgradeAnimationClips)
{
// TODO: return upgrade paths and pass to AnimationClipUpgrader
AnimationClipUpgrader.DoUpgradeAllClipsMenuItem(upgraders, "Upgrade Animation Clips to URP Materials");
}
}
private static void GetShaderNamesToIgnore(ref HashSet<string> shadersToIgnore)
{
shadersToIgnore.Add("Universal Render Pipeline/Baked Lit");
shadersToIgnore.Add("Universal Render Pipeline/Lit");
shadersToIgnore.Add("Universal Render Pipeline/Particles/Lit");
shadersToIgnore.Add("Universal Render Pipeline/Particles/Simple Lit");
shadersToIgnore.Add("Universal Render Pipeline/Particles/Unlit");
shadersToIgnore.Add("Universal Render Pipeline/Simple Lit");
shadersToIgnore.Add("Universal Render Pipeline/Nature/SpeedTree7");
shadersToIgnore.Add("Universal Render Pipeline/Nature/SpeedTree7 Billboard");
shadersToIgnore.Add("Universal Render Pipeline/Nature/SpeedTree8");
shadersToIgnore.Add("Universal Render Pipeline/Nature/SpeedTree8_PBRLit");
shadersToIgnore.Add("Universal Render Pipeline/2D/Sprite-Lit-Default");
shadersToIgnore.Add("Universal Render Pipeline/Terrain/Lit");
shadersToIgnore.Add("Universal Render Pipeline/Unlit");
shadersToIgnore.Add("Sprites/Default");
}
private static void GetUpgraders(ref List<MaterialUpgrader> upgraders)
{
/////////////////////////////////////
// Unity Standard Upgraders //
/////////////////////////////////////
upgraders.Add(new StandardUpgrader("Standard"));
upgraders.Add(new StandardUpgrader("Standard (Specular setup)"));
/////////////////////////////////////
// Legacy Shaders upgraders /
/////////////////////////////////////
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse Detail", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse Fast", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Parallax Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Parallax Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/VertexLit", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/VertexLit", SupportedUpgradeParams.specularAlphaCutout));
// Reflective
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Diffuse", SupportedUpgradeParams.diffuseCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Specular", SupportedUpgradeParams.specularCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Unlit", SupportedUpgradeParams.diffuseCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped VertexLit", SupportedUpgradeParams.diffuseCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Diffuse", SupportedUpgradeParams.diffuseCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Specular", SupportedUpgradeParams.specularCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/VertexLit", SupportedUpgradeParams.diffuseCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Parallax Diffuse", SupportedUpgradeParams.diffuseCubemap));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Parallax Specular", SupportedUpgradeParams.specularCubemap));
// Self-Illum upgrader
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Parallax Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Parallax Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/VertexLit", SupportedUpgradeParams.specularOpaque));
// Alpha Blended
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Diffuse", SupportedUpgradeParams.diffuseAlpha));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Specular", SupportedUpgradeParams.specularAlpha));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Bumped Diffuse", SupportedUpgradeParams.diffuseAlpha));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Bumped Specular", SupportedUpgradeParams.specularAlpha));
// Cutout
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Diffuse", SupportedUpgradeParams.diffuseAlphaCutout));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Specular", SupportedUpgradeParams.specularAlphaCutout));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Diffuse", SupportedUpgradeParams.diffuseAlphaCutout));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Specular", SupportedUpgradeParams.specularAlphaCutout));
// Lightmapped
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/VertexLit", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Bumped Specular", SupportedUpgradeParams.specularOpaque));
/////////////////////////////////////
// Sprites Upgraders
/////////////////////////////////////
upgraders.Add(new StandardSimpleLightingUpgrader("Sprites/Diffuse", SupportedUpgradeParams.diffuseAlpha));
/////////////////////////////////////
// UI Upgraders
/////////////////////////////////////
upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Bumped", SupportedUpgradeParams.diffuseAlphaCutout));
upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Detail", SupportedUpgradeParams.diffuseAlphaCutout));
upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Refraction", SupportedUpgradeParams.diffuseAlphaCutout));
upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Refraction Detail", SupportedUpgradeParams.diffuseAlphaCutout));
upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Transparent", SupportedUpgradeParams.diffuseAlpha));
/////////////////////////////////////
// Mobile Upgraders /
/////////////////////////////////////
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Specular", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Specular (1 Directional Light)", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Unlit (Supports Lightmap)", SupportedUpgradeParams.diffuseOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit (Only Directional Lights)", SupportedUpgradeParams.specularOpaque));
upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Particles/VertexLit Blended", SupportedUpgradeParams.specularOpaque));
////////////////////////////////////
// Terrain Upgraders //
////////////////////////////////////
upgraders.Add(new TerrainUpgrader("Nature/Terrain/Standard"));
upgraders.Add(new SpeedTreeUpgrader("Nature/SpeedTree"));
upgraders.Add(new SpeedTreeBillboardUpgrader("Nature/SpeedTree Billboard"));
upgraders.Add(new UniversalSpeedTree8Upgrader("Nature/SpeedTree8"));
////////////////////////////////////
// Particle Upgraders //
////////////////////////////////////
upgraders.Add(new ParticleUpgrader("Particles/Standard Surface"));
upgraders.Add(new ParticleUpgrader("Particles/Standard Unlit"));
upgraders.Add(new ParticleUpgrader("Particles/VertexLit Blended"));
////////////////////////////////////
// Autodesk Interactive //
////////////////////////////////////
upgraders.Add(new AutodeskInteractiveUpgrader("Autodesk Interactive"));
}
bool IsMaterialPath(string path)
{
if (string.IsNullOrEmpty(path))
{
throw new ArgumentNullException(nameof(path));
}
// Making sure it is a .mat file and it is not from a package.
return path.EndsWith(".mat", StringComparison.OrdinalIgnoreCase) && !(path.StartsWith("Packages/", StringComparison.OrdinalIgnoreCase));
}
bool ShouldUpgradeShader(Material material, HashSet<string> shaderNamesToIgnore)
{
if (material == null)
return false;
if (material.shader == null)
return false;
// Checking if the Shader Graph tag exists, if it does it is a Shader Graph and shouldnt be Upgraded here
var result = material.GetTag("ShaderGraphShader", false, "sg");
if (result != "sg")
{
return false;
}
return !shaderNamesToIgnore.Contains(material.shader.name);
}
/// <inheritdoc/>
public override void OnInitialize(InitializeConverterContext context, Action callback)
{
List<ConverterItemDescriptor> descriptors = new List<ConverterItemDescriptor>();
foreach (string path in AssetDatabase.GetAllAssetPaths())
{
if (IsMaterialPath(path))
{
Material m = AssetDatabase.LoadMainAssetAtPath(path) as Material;
// We should also check if the material is already URP
if (!ShouldUpgradeShader(m, m_ShaderNamesToIgnore))
continue;
ConverterItemDescriptor desc = new ConverterItemDescriptor()
{
name = m.name,
info = path,
warningMessage = String.Empty,
helpLink = String.Empty,
};
descriptors.Add(desc);
}
}
// This need to be sorted by name property
descriptors = descriptors.OrderBy(o => o.name).ToList();
foreach (var desc in descriptors)
{
context.AddAssetToConvert(desc);
m_AssetsToConvert.Add(desc.info);
}
callback.Invoke();
}
/// <inheritdoc/>
public override void OnRun(ref RunItemContext context)
{
var mat = AssetDatabase.LoadAssetAtPath<Material>(context.item.descriptor.info);
string message = String.Empty;
if (!MaterialUpgrader.Upgrade(mat, m_Upgraders, MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound, ref message))
{
context.didFail = true;
context.info = message;
}
}
/// <inheritdoc/>
public override void OnClicked(int index)
{
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath<Material>(m_AssetsToConvert[index]));
}
internal static void DisableKeywords(Material material)
{
// LOD fade is now controlled by the render pipeline, and not the individual material, so disable it.
material.DisableKeyword("LOD_FADE_CROSSFADE");
}
}
/// <summary>
/// Upgrade parameters for the supported shaders.
/// </summary>
public static class SupportedUpgradeParams
{
/// <summary>
/// Upgrade parameters for diffuse Opaque.
/// </summary>
public static UpgradeParams diffuseOpaque = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Opaque,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.NoSpecular,
smoothnessSource = SmoothnessSource.BaseAlpha,
};
/// <summary>
/// Upgrade parameters for specular opaque.
/// </summary>
public static UpgradeParams specularOpaque = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Opaque,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.SpecularTextureAndColor,
smoothnessSource = SmoothnessSource.BaseAlpha,
};
/// <summary>
/// Upgrade parameters for diffuse alpha.
/// </summary>
public static UpgradeParams diffuseAlpha = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Transparent,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.NoSpecular,
smoothnessSource = SmoothnessSource.SpecularAlpha,
};
/// <summary>
/// Upgrade parameters for specular alpha.
/// </summary>
public static UpgradeParams specularAlpha = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Transparent,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.SpecularTextureAndColor,
smoothnessSource = SmoothnessSource.SpecularAlpha,
};
/// <summary>
/// Upgrade parameters for diffuse alpha cutout.
/// </summary>
public static UpgradeParams diffuseAlphaCutout = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Opaque,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = true,
specularSource = SpecularSource.NoSpecular,
smoothnessSource = SmoothnessSource.SpecularAlpha,
};
/// <summary>
/// Upgrade parameters for specular alpha cutout.
/// </summary>
public static UpgradeParams specularAlphaCutout = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Opaque,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = true,
specularSource = SpecularSource.SpecularTextureAndColor,
smoothnessSource = SmoothnessSource.SpecularAlpha,
};
/// <summary>
/// Upgrade parameters for diffuse cubemap.
/// </summary>
public static UpgradeParams diffuseCubemap = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Opaque,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.NoSpecular,
smoothnessSource = SmoothnessSource.BaseAlpha,
};
/// <summary>
/// Upgrade parameters for specular cubemap.
/// </summary>
public static UpgradeParams specularCubemap = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Opaque,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.SpecularTextureAndColor,
smoothnessSource = SmoothnessSource.BaseAlpha,
};
/// <summary>
/// Upgrade parameters for diffuse cubemap alpha.
/// </summary>
public static UpgradeParams diffuseCubemapAlpha = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Transparent,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.NoSpecular,
smoothnessSource = SmoothnessSource.BaseAlpha,
};
/// <summary>
/// Upgrade parameters for specular cubemap alpha.
/// </summary>
public static UpgradeParams specularCubemapAlpha = new UpgradeParams()
{
surfaceType = UpgradeSurfaceType.Transparent,
blendMode = UpgradeBlendMode.Alpha,
alphaClip = false,
specularSource = SpecularSource.SpecularTextureAndColor,
smoothnessSource = SmoothnessSource.BaseAlpha,
};
}
/// <summary>
/// Upgrader for the standard and standard (specular setup) shaders.
/// </summary>
public class StandardUpgrader : MaterialUpgrader
{
enum LegacyRenderingMode
{
Opaque,
Cutout,
Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency
Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply
}
/// <summary>
/// Updates keywords for the standard shader.
/// </summary>
/// <param name="material">The material to update.</param>
/// <exception cref="ArgumentNullException"></exception>
public static void UpdateStandardMaterialKeywords(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
if (material.GetTexture("_MetallicGlossMap"))
material.SetFloat("_Smoothness", material.GetFloat("_GlossMapScale"));
else
material.SetFloat("_Smoothness", material.GetFloat("_Glossiness"));
if (material.IsKeywordEnabled("_ALPHATEST_ON"))
{
material.SetFloat("_AlphaClip", 1.0f);
}
material.SetFloat("_WorkflowMode", 1.0f);
CoreUtils.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap"));
CoreUtils.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
UpdateSurfaceTypeAndBlendMode(material);
UpdateDetailScaleOffset(material);
BaseShaderGUI.SetupMaterialBlendMode(material);
UniversalRenderPipelineMaterialUpgrader.DisableKeywords(material);
}
/// <summary>
/// Updates keywords for the standard specular shader.
/// </summary>
/// <param name="material">The material to update.</param>
/// <exception cref="ArgumentNullException"></exception>
public static void UpdateStandardSpecularMaterialKeywords(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
if (material.GetTexture("_SpecGlossMap"))
material.SetFloat("_Smoothness", material.GetFloat("_GlossMapScale"));
else
material.SetFloat("_Smoothness", material.GetFloat("_Glossiness"));
material.SetFloat("_WorkflowMode", 0.0f);
CoreUtils.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap"));
CoreUtils.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
CoreUtils.SetKeyword(material, "_SPECULAR_SETUP", true);
UpdateSurfaceTypeAndBlendMode(material);
UpdateDetailScaleOffset(material);
BaseShaderGUI.SetupMaterialBlendMode(material);
UniversalRenderPipelineMaterialUpgrader.DisableKeywords(material);
}
static void UpdateDetailScaleOffset(Material material)
{
// In URP details tile/offset is multipied with base tile/offset, where in builtin is not
// Basically we setup new tile/offset values that in shader they would result in same values as in builtin
// This archieved with inverted calculation where scale=detailScale/baseScale and tile=detailOffset-baseOffset*scale
var baseScale = material.GetTextureScale("_BaseMap");
var baseOffset = material.GetTextureOffset("_BaseMap");
var detailScale = material.GetTextureScale("_DetailAlbedoMap");
var detailOffset = material.GetTextureOffset("_DetailAlbedoMap");
var scale = new Vector2(baseScale.x == 0 ? 0 : detailScale.x / baseScale.x, baseScale.y == 0 ? 0 : detailScale.y / baseScale.y);
material.SetTextureScale("_DetailAlbedoMap", scale);
material.SetTextureOffset("_DetailAlbedoMap", new Vector2((detailOffset.x - baseOffset.x * scale.x), (detailOffset.y - baseOffset.y * scale.y)));
}
// Converts from legacy RenderingMode to new SurfaceType and BlendMode
static void UpdateSurfaceTypeAndBlendMode(Material material)
{
// Property _Mode is already renamed to _Surface at this point
var legacyRenderingMode = (LegacyRenderingMode)material.GetFloat("_Surface");
if (legacyRenderingMode == LegacyRenderingMode.Transparent)
{
material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
material.SetFloat("_Surface", (float)BaseShaderGUI.SurfaceType.Transparent);
material.SetFloat("_Blend", (float)BaseShaderGUI.BlendMode.Premultiply);
}
else if (legacyRenderingMode == LegacyRenderingMode.Fade)
{
material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
material.SetFloat("_Surface", (float)BaseShaderGUI.SurfaceType.Transparent);
material.SetFloat("_Blend", (float)BaseShaderGUI.BlendMode.Alpha);
}
else
{
material.DisableKeyword("_SURFACE_TYPE_TRANSPARENT");
material.SetFloat("_Surface", (float)BaseShaderGUI.SurfaceType.Opaque);
}
}
/// <summary>
/// Constructor for the StandardUpgrader class.
/// </summary>
/// <param name="oldShaderName">The name of the old shader.</param>
/// <exception cref="ArgumentNullException"></exception>
public StandardUpgrader(string oldShaderName)
{
if (oldShaderName == null)
throw new ArgumentNullException("oldShaderName");
string standardShaderPath = ShaderUtils.GetShaderPath(ShaderPathID.Lit);
if (oldShaderName.Contains("Specular"))
{
RenameShader(oldShaderName, standardShaderPath, UpdateStandardSpecularMaterialKeywords);
}
else
{
RenameShader(oldShaderName, standardShaderPath, UpdateStandardMaterialKeywords);
}
RenameFloat("_Mode", "_Surface");
RenameTexture("_MainTex", "_BaseMap");
RenameColor("_Color", "_BaseColor");
RenameFloat("_GlossyReflections", "_EnvironmentReflections");
}
}
internal class StandardSimpleLightingUpgrader : MaterialUpgrader
{
internal StandardSimpleLightingUpgrader(string oldShaderName, UpgradeParams upgradeParams)
{
if (oldShaderName == null)
throw new ArgumentNullException("oldShaderName");
RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SimpleLit), UpdateMaterialKeywords);
SetFloat("_Surface", (float)upgradeParams.surfaceType);
SetFloat("_Blend", (float)upgradeParams.blendMode);
SetFloat("_AlphaClip", upgradeParams.alphaClip ? 1 : 0);
SetFloat("_SpecularHighlights", (float)upgradeParams.specularSource);
SetFloat("_SmoothnessSource", (float)upgradeParams.smoothnessSource);
RenameTexture("_MainTex", "_BaseMap");
RenameColor("_Color", "_BaseColor");
RenameFloat("_Shininess", "_Smoothness");
if (oldShaderName.Contains("Legacy Shaders/Self-Illumin"))
{
RenameTexture("_Illum", "_EmissionMap");
RemoveTexture("_Illum");
SetColor("_EmissionColor", Color.white);
}
}
internal static void UpdateMaterialKeywords(Material material)
{
if (material == null)
throw new ArgumentNullException("material");
material.shaderKeywords = null;
BaseShaderGUI.SetupMaterialBlendMode(material);
UpdateMaterialSpecularSource(material);
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap"));
// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.
// The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.
MaterialEditor.FixupEmissiveFlag(material);
bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0;
CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
UniversalRenderPipelineMaterialUpgrader.DisableKeywords(material);
}
private static void UpdateMaterialSpecularSource(Material material)
{
SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecSource");
if (specSource == SpecularSource.NoSpecular)
{
CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", false);
CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", false);
CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", false);
}
else
{
SmoothnessSource glossSource = (SmoothnessSource)material.GetFloat("_SmoothnessSource");
bool hasGlossMap = material.GetTexture("_SpecGlossMap");
CoreUtils.SetKeyword(material, "_SPECGLOSSMAP", hasGlossMap);
CoreUtils.SetKeyword(material, "_SPECULAR_COLOR", !hasGlossMap);
CoreUtils.SetKeyword(material, "_GLOSSINESS_FROM_BASE_ALPHA", glossSource == SmoothnessSource.BaseAlpha);
}
}
}
/// <summary>
/// Upgrader for terrain materials.
/// </summary>
public class TerrainUpgrader : MaterialUpgrader
{
/// <summary>
/// Constructor for the terrain upgrader.
/// </summary>
/// <param name="oldShaderName">The name of the old shader.</param>
public TerrainUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.TerrainLit), UniversalRenderPipelineMaterialUpgrader.DisableKeywords);
}
}
internal class SpeedTreeUpgrader : MaterialUpgrader
{
internal SpeedTreeUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SpeedTree7), UniversalRenderPipelineMaterialUpgrader.DisableKeywords);
}
}
internal class SpeedTreeBillboardUpgrader : MaterialUpgrader
{
internal SpeedTreeBillboardUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SpeedTree7Billboard), UniversalRenderPipelineMaterialUpgrader.DisableKeywords);
}
}
/// <summary>
/// Upgrader for particle materials.
/// </summary>
public class ParticleUpgrader : MaterialUpgrader
{
/// <summary>
/// Constructor for the particle upgrader.
/// </summary>
/// <param name="oldShaderName">The name of the old shader.</param>
/// <exception cref="ArgumentNullException"></exception>
public ParticleUpgrader(string oldShaderName)
{
if (oldShaderName == null)
throw new ArgumentNullException("oldShaderName");
RenameFloat("_Mode", "_Surface");
if (oldShaderName.Contains("Unlit"))
{
RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.ParticlesUnlit), UpdateUnlit);
}
else
{
RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.ParticlesLit),
UpdateStandardSurface);
RenameFloat("_Glossiness", "_Smoothness");
}
RenameTexture("_MainTex", "_BaseMap");
RenameColor("_Color", "_BaseColor");
RenameFloat("_FlipbookMode", "_FlipbookBlending");
}
/// <summary>
/// Updates the standard shader surface properties.
/// </summary>
/// <param name="material"></param>
public static void UpdateStandardSurface(Material material)
{
UpdateSurfaceBlendModes(material);
UniversalRenderPipelineMaterialUpgrader.DisableKeywords(material);
}
/// <summary>
/// Updates the unlit shader properties.
/// </summary>
/// <param name="material"></param>
public static void UpdateUnlit(Material material)
{
UpdateSurfaceBlendModes(material);
UniversalRenderPipelineMaterialUpgrader.DisableKeywords(material);
}
/// <summary>
/// Updates the blending mode properties.
/// </summary>
/// <param name="material"></param>
public static void UpdateSurfaceBlendModes(Material material)
{
switch (material.GetFloat("_Mode"))
{
case 0: // opaque
material.DisableKeyword("_SURFACE_TYPE_TRANSPARENT");
material.SetFloat("_Surface", (int)UpgradeSurfaceType.Opaque);
break;
case 1: // cutout > alphatest
material.DisableKeyword("_SURFACE_TYPE_TRANSPARENT");
material.SetFloat("_Surface", (int)UpgradeSurfaceType.Opaque);
material.SetFloat("_AlphaClip", 1);
break;
case 2: // fade > alpha
material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
material.SetFloat("_Surface", (int)UpgradeSurfaceType.Transparent);
material.SetFloat("_Blend", (int)UpgradeBlendMode.Alpha);
break;
case 3: // transparent > premul
material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
material.SetFloat("_Surface", (int)UpgradeSurfaceType.Transparent);
material.SetFloat("_Blend", (int)UpgradeBlendMode.Premultiply);
break;
case 4: // add
material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
material.SetFloat("_Surface", (int)UpgradeSurfaceType.Transparent);
material.SetFloat("_Blend", (int)UpgradeBlendMode.Additive);
break;
case 5: // sub > none
break;
case 6: // mod > multiply
material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
material.SetFloat("_Surface", (int)UpgradeSurfaceType.Transparent);
material.SetFloat("_Blend", (int)UpgradeBlendMode.Multiply);
break;
}
}
}
/// <summary>
/// Upgrader for the autodesk interactive shaders.
/// </summary>
public class AutodeskInteractiveUpgrader : MaterialUpgrader
{
/// <summary>
/// Constructor for the autodesk interactive upgrader.
/// </summary>
/// <param name="oldShaderName">The name of the old shader.</param>
public AutodeskInteractiveUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, "Universal Render Pipeline/Autodesk Interactive/AutodeskInteractive", UniversalRenderPipelineMaterialUpgrader.DisableKeywords);
}
/// <inheritdoc/>
public override void Convert(Material srcMaterial, Material dstMaterial)
{
base.Convert(srcMaterial, dstMaterial);
dstMaterial.SetFloat("_UseColorMap", srcMaterial.GetTexture("_MainTex") ? 1.0f : .0f);
dstMaterial.SetFloat("_UseMetallicMap", srcMaterial.GetTexture("_MetallicGlossMap") ? 1.0f : .0f);
dstMaterial.SetFloat("_UseNormalMap", srcMaterial.GetTexture("_BumpMap") ? 1.0f : .0f);
dstMaterial.SetFloat("_UseRoughnessMap", srcMaterial.GetTexture("_SpecGlossMap") ? 1.0f : .0f);
dstMaterial.SetFloat("_UseEmissiveMap", srcMaterial.GetTexture("_EmissionMap") ? 1.0f : .0f);
dstMaterial.SetFloat("_UseAoMap", srcMaterial.GetTexture("_OcclusionMap") ? 1.0f : .0f);
dstMaterial.SetVector("_UvOffset", srcMaterial.GetTextureOffset("_MainTex"));
dstMaterial.SetVector("_UvTiling", srcMaterial.GetTextureScale("_MainTex"));
}
}
}