782 lines
38 KiB
C#
782 lines
38 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEditor.Rendering.Universal;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using System.Runtime.CompilerServices;
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using System.Linq;
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[assembly: InternalsVisibleTo("MaterialPostprocessor")]
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namespace UnityEditor.Rendering.Universal
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{
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internal sealed class UniversalRenderPipelineMaterialUpgrader : RenderPipelineConverter
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{
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public override string name => "Material Upgrade";
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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.";
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public override int priority => -1000;
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public override Type container => typeof(BuiltInToURPConverterContainer);
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List<string> m_AssetsToConvert = new List<string>();
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static List<MaterialUpgrader> m_Upgraders;
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private static HashSet<string> m_ShaderNamesToIgnore;
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public IReadOnlyList<MaterialUpgrader> upgraders => m_Upgraders;
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static UniversalRenderPipelineMaterialUpgrader()
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{
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m_Upgraders = new List<MaterialUpgrader>();
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GetUpgraders(ref m_Upgraders);
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m_ShaderNamesToIgnore = new HashSet<string>();
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GetShaderNamesToIgnore(ref m_ShaderNamesToIgnore);
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}
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private static void UpgradeProjectMaterials()
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{
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m_Upgraders = new List<MaterialUpgrader>();
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GetUpgraders(ref m_Upgraders);
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m_ShaderNamesToIgnore = new HashSet<string>();
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GetShaderNamesToIgnore(ref m_ShaderNamesToIgnore);
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MaterialUpgrader.UpgradeProjectFolder(m_Upgraders, m_ShaderNamesToIgnore, "Upgrade to URP Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound);
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// TODO: return upgrade paths and pass to AnimationClipUpgrader
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AnimationClipUpgrader.DoUpgradeAllClipsMenuItem(m_Upgraders, "Upgrade Animation Clips to URP Materials");
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}
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[MenuItem("Edit/Rendering/Materials/Convert Selected Built-in Materials to URP", true)]
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static bool MaterialValidate(MenuCommand command)
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{
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foreach (var obj in Selection.objects)
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{
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if (obj is not Material) return false;
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}
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return true;
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}
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[MenuItem("Edit/Rendering/Materials/Convert Selected Built-in Materials to URP", priority = CoreUtils.Sections.section1 + CoreUtils.Priorities.editMenuPriority + 1)]
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private static void UpgradeSelectedMaterialsMenuItem()
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{
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UpgradeSelectedMaterials(false);
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}
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// Added bool variable in case this method was used by anyone.
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// Doing this, since the menuitem should behave as it did before,
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// and then we didn't have the Animation clips upgrader
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private static void UpgradeSelectedMaterials(bool UpgradeAnimationClips = true)
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{
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List<MaterialUpgrader> upgraders = new List<MaterialUpgrader>();
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GetUpgraders(ref upgraders);
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HashSet<string> shaderNamesToIgnore = new HashSet<string>();
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GetShaderNamesToIgnore(ref shaderNamesToIgnore);
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MaterialUpgrader.UpgradeSelection(upgraders, shaderNamesToIgnore, "Upgrade to URP Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound);
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if (UpgradeAnimationClips)
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{
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// TODO: return upgrade paths and pass to AnimationClipUpgrader
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AnimationClipUpgrader.DoUpgradeAllClipsMenuItem(upgraders, "Upgrade Animation Clips to URP Materials");
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}
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}
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private static void GetShaderNamesToIgnore(ref HashSet<string> shadersToIgnore)
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{
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shadersToIgnore.Add("Universal Render Pipeline/Baked Lit");
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shadersToIgnore.Add("Universal Render Pipeline/Lit");
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shadersToIgnore.Add("Universal Render Pipeline/Particles/Lit");
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shadersToIgnore.Add("Universal Render Pipeline/Particles/Simple Lit");
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shadersToIgnore.Add("Universal Render Pipeline/Particles/Unlit");
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shadersToIgnore.Add("Universal Render Pipeline/Simple Lit");
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shadersToIgnore.Add("Universal Render Pipeline/Nature/SpeedTree7");
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shadersToIgnore.Add("Universal Render Pipeline/Nature/SpeedTree7 Billboard");
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shadersToIgnore.Add("Universal Render Pipeline/Nature/SpeedTree8");
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shadersToIgnore.Add("Universal Render Pipeline/Nature/SpeedTree8_PBRLit");
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shadersToIgnore.Add("Universal Render Pipeline/2D/Sprite-Lit-Default");
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shadersToIgnore.Add("Universal Render Pipeline/Terrain/Lit");
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shadersToIgnore.Add("Universal Render Pipeline/Unlit");
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shadersToIgnore.Add("Sprites/Default");
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}
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private static void GetUpgraders(ref List<MaterialUpgrader> upgraders)
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{
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/////////////////////////////////////
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// Unity Standard Upgraders //
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/////////////////////////////////////
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upgraders.Add(new StandardUpgrader("Standard"));
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upgraders.Add(new StandardUpgrader("Standard (Specular setup)"));
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/////////////////////////////////////
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// Legacy Shaders upgraders /
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/////////////////////////////////////
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse Detail", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse Fast", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Specular", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Specular", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Parallax Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Parallax Specular", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/VertexLit", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/VertexLit", SupportedUpgradeParams.specularAlphaCutout));
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// Reflective
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Diffuse", SupportedUpgradeParams.diffuseCubemap));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Specular", SupportedUpgradeParams.specularCubemap));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Unlit", SupportedUpgradeParams.diffuseCubemap));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped VertexLit", SupportedUpgradeParams.diffuseCubemap));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Diffuse", SupportedUpgradeParams.diffuseCubemap));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Specular", SupportedUpgradeParams.specularCubemap));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/VertexLit", SupportedUpgradeParams.diffuseCubemap));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Parallax Diffuse", SupportedUpgradeParams.diffuseCubemap));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Parallax Specular", SupportedUpgradeParams.specularCubemap));
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// Self-Illum upgrader
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Parallax Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Specular", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Specular", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Parallax Specular", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/VertexLit", SupportedUpgradeParams.specularOpaque));
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// Alpha Blended
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Diffuse", SupportedUpgradeParams.diffuseAlpha));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Specular", SupportedUpgradeParams.specularAlpha));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Bumped Diffuse", SupportedUpgradeParams.diffuseAlpha));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Bumped Specular", SupportedUpgradeParams.specularAlpha));
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// Cutout
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Diffuse", SupportedUpgradeParams.diffuseAlphaCutout));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Specular", SupportedUpgradeParams.specularAlphaCutout));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Diffuse", SupportedUpgradeParams.diffuseAlphaCutout));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Specular", SupportedUpgradeParams.specularAlphaCutout));
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// Lightmapped
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Specular", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/VertexLit", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Bumped Specular", SupportedUpgradeParams.specularOpaque));
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/////////////////////////////////////
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// Sprites Upgraders
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/////////////////////////////////////
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upgraders.Add(new StandardSimpleLightingUpgrader("Sprites/Diffuse", SupportedUpgradeParams.diffuseAlpha));
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/////////////////////////////////////
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// UI Upgraders
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/////////////////////////////////////
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upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Bumped", SupportedUpgradeParams.diffuseAlphaCutout));
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upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Detail", SupportedUpgradeParams.diffuseAlphaCutout));
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upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Refraction", SupportedUpgradeParams.diffuseAlphaCutout));
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upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Refraction Detail", SupportedUpgradeParams.diffuseAlphaCutout));
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upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Transparent", SupportedUpgradeParams.diffuseAlpha));
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/////////////////////////////////////
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// Mobile Upgraders /
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/////////////////////////////////////
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Specular", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Specular (1 Directional Light)", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Unlit (Supports Lightmap)", SupportedUpgradeParams.diffuseOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit (Only Directional Lights)", SupportedUpgradeParams.specularOpaque));
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upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Particles/VertexLit Blended", SupportedUpgradeParams.specularOpaque));
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////////////////////////////////////
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// Terrain Upgraders //
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////////////////////////////////////
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upgraders.Add(new TerrainUpgrader("Nature/Terrain/Standard"));
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upgraders.Add(new SpeedTreeUpgrader("Nature/SpeedTree"));
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upgraders.Add(new SpeedTreeBillboardUpgrader("Nature/SpeedTree Billboard"));
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upgraders.Add(new UniversalSpeedTree8Upgrader("Nature/SpeedTree8"));
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////////////////////////////////////
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// Particle Upgraders //
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////////////////////////////////////
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upgraders.Add(new ParticleUpgrader("Particles/Standard Surface"));
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upgraders.Add(new ParticleUpgrader("Particles/Standard Unlit"));
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upgraders.Add(new ParticleUpgrader("Particles/VertexLit Blended"));
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////////////////////////////////////
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// Autodesk Interactive //
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////////////////////////////////////
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upgraders.Add(new AutodeskInteractiveUpgrader("Autodesk Interactive"));
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}
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bool IsMaterialPath(string path)
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{
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if (string.IsNullOrEmpty(path))
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{
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throw new ArgumentNullException(nameof(path));
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}
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// Making sure it is a .mat file and it is not from a package.
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return path.EndsWith(".mat", StringComparison.OrdinalIgnoreCase) && !(path.StartsWith("Packages/", StringComparison.OrdinalIgnoreCase));
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}
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bool ShouldUpgradeShader(Material material, HashSet<string> shaderNamesToIgnore)
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{
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if (material == null)
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return false;
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if (material.shader == null)
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return false;
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// Checking if the Shader Graph tag exists, if it does it is a Shader Graph and shouldnt be Upgraded here
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var result = material.GetTag("ShaderGraphShader", false, "sg");
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if (result != "sg")
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{
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return false;
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}
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return !shaderNamesToIgnore.Contains(material.shader.name);
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}
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/// <inheritdoc/>
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public override void OnInitialize(InitializeConverterContext context, Action callback)
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{
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List<ConverterItemDescriptor> descriptors = new List<ConverterItemDescriptor>();
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foreach (string path in AssetDatabase.GetAllAssetPaths())
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{
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if (IsMaterialPath(path))
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{
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Material m = AssetDatabase.LoadMainAssetAtPath(path) as Material;
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// We should also check if the material is already URP
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if (!ShouldUpgradeShader(m, m_ShaderNamesToIgnore))
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continue;
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ConverterItemDescriptor desc = new ConverterItemDescriptor()
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{
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name = m.name,
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info = path,
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warningMessage = String.Empty,
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helpLink = String.Empty,
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};
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descriptors.Add(desc);
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}
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}
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// This need to be sorted by name property
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descriptors = descriptors.OrderBy(o => o.name).ToList();
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foreach (var desc in descriptors)
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{
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context.AddAssetToConvert(desc);
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m_AssetsToConvert.Add(desc.info);
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}
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callback.Invoke();
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}
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/// <inheritdoc/>
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public override void OnRun(ref RunItemContext context)
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{
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var mat = AssetDatabase.LoadAssetAtPath<Material>(context.item.descriptor.info);
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string message = String.Empty;
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if (!MaterialUpgrader.Upgrade(mat, m_Upgraders, MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound, ref message))
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{
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context.didFail = true;
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context.info = message;
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}
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}
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/// <inheritdoc/>
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public override void OnClicked(int index)
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{
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EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath<Material>(m_AssetsToConvert[index]));
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}
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internal static void DisableKeywords(Material material)
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{
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// LOD fade is now controlled by the render pipeline, and not the individual material, so disable it.
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material.DisableKeyword("LOD_FADE_CROSSFADE");
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}
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}
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/// <summary>
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/// Upgrade parameters for the supported shaders.
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/// </summary>
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public static class SupportedUpgradeParams
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{
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/// <summary>
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/// Upgrade parameters for diffuse Opaque.
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/// </summary>
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public static UpgradeParams diffuseOpaque = new UpgradeParams()
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{
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surfaceType = UpgradeSurfaceType.Opaque,
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blendMode = UpgradeBlendMode.Alpha,
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alphaClip = false,
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specularSource = SpecularSource.NoSpecular,
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smoothnessSource = SmoothnessSource.BaseAlpha,
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};
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/// <summary>
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/// Upgrade parameters for specular opaque.
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/// </summary>
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public static UpgradeParams specularOpaque = new UpgradeParams()
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{
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surfaceType = UpgradeSurfaceType.Opaque,
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blendMode = UpgradeBlendMode.Alpha,
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alphaClip = false,
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specularSource = SpecularSource.SpecularTextureAndColor,
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smoothnessSource = SmoothnessSource.BaseAlpha,
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};
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/// <summary>
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/// Upgrade parameters for diffuse alpha.
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/// </summary>
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public static UpgradeParams diffuseAlpha = new UpgradeParams()
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{
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surfaceType = UpgradeSurfaceType.Transparent,
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blendMode = UpgradeBlendMode.Alpha,
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alphaClip = false,
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specularSource = SpecularSource.NoSpecular,
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smoothnessSource = SmoothnessSource.SpecularAlpha,
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};
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/// <summary>
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/// Upgrade parameters for specular alpha.
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/// </summary>
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public static UpgradeParams specularAlpha = new UpgradeParams()
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{
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surfaceType = UpgradeSurfaceType.Transparent,
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blendMode = UpgradeBlendMode.Alpha,
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alphaClip = false,
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specularSource = SpecularSource.SpecularTextureAndColor,
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smoothnessSource = SmoothnessSource.SpecularAlpha,
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};
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/// <summary>
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/// Upgrade parameters for diffuse alpha cutout.
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/// </summary>
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public static UpgradeParams diffuseAlphaCutout = new UpgradeParams()
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{
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surfaceType = UpgradeSurfaceType.Opaque,
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blendMode = UpgradeBlendMode.Alpha,
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alphaClip = true,
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specularSource = SpecularSource.NoSpecular,
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smoothnessSource = SmoothnessSource.SpecularAlpha,
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};
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/// <summary>
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/// Upgrade parameters for specular alpha cutout.
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/// </summary>
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public static UpgradeParams specularAlphaCutout = new UpgradeParams()
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{
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surfaceType = UpgradeSurfaceType.Opaque,
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blendMode = UpgradeBlendMode.Alpha,
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alphaClip = true,
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specularSource = SpecularSource.SpecularTextureAndColor,
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smoothnessSource = SmoothnessSource.SpecularAlpha,
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};
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/// <summary>
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/// Upgrade parameters for diffuse cubemap.
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/// </summary>
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public static UpgradeParams diffuseCubemap = new UpgradeParams()
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{
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surfaceType = UpgradeSurfaceType.Opaque,
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blendMode = UpgradeBlendMode.Alpha,
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alphaClip = false,
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specularSource = SpecularSource.NoSpecular,
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smoothnessSource = SmoothnessSource.BaseAlpha,
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};
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/// <summary>
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/// Upgrade parameters for specular cubemap.
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/// </summary>
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public static UpgradeParams specularCubemap = new UpgradeParams()
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{
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surfaceType = UpgradeSurfaceType.Opaque,
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blendMode = UpgradeBlendMode.Alpha,
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alphaClip = false,
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specularSource = SpecularSource.SpecularTextureAndColor,
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smoothnessSource = SmoothnessSource.BaseAlpha,
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};
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/// <summary>
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/// Upgrade parameters for diffuse cubemap alpha.
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/// </summary>
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public static UpgradeParams diffuseCubemapAlpha = new UpgradeParams()
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{
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surfaceType = UpgradeSurfaceType.Transparent,
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blendMode = UpgradeBlendMode.Alpha,
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alphaClip = false,
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specularSource = SpecularSource.NoSpecular,
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smoothnessSource = SmoothnessSource.BaseAlpha,
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};
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/// <summary>
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/// Upgrade parameters for specular cubemap alpha.
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/// </summary>
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public static UpgradeParams specularCubemapAlpha = new UpgradeParams()
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{
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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"));
|
|
}
|
|
}
|
|
}
|