565 lines
21 KiB
C#
565 lines
21 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using System;
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using UnityEngine.Rendering;
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namespace UnityEditor.Rendering
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{
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/// <summary>
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/// Material Upgrader dialog text.
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/// </summary>
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public static class DialogText
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{
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/// <summary>Material Upgrader title.</summary>
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public static readonly string title = "Material Upgrader";
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/// <summary>Material Upgrader proceed.</summary>
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public static readonly string proceed = "Proceed";
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/// <summary>Material Upgrader Ok.</summary>
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public static readonly string ok = "OK";
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/// <summary>Material Upgrader cancel.</summary>
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public static readonly string cancel = "Cancel";
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/// <summary>Material Upgrader no selection message.</summary>
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public static readonly string noSelectionMessage = "You must select at least one material.";
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/// <summary>Material Upgrader project backup message.</summary>
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public static readonly string projectBackMessage = "Make sure to have a project backup before proceeding.";
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}
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/// <summary>
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/// Material Upgrader class.
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/// </summary>
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public class MaterialUpgrader
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{
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/// <summary>
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/// Material Upgrader finalizer delegate.
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/// </summary>
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/// <param name="mat">Material</param>
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public delegate void MaterialFinalizer(Material mat);
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string m_OldShader;
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string m_NewShader;
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private static string[] s_PathsWhiteList = new[]
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{
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"Hidden/",
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"HDRP/",
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"Shader Graphs/"
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};
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/// <summary>
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/// Retrieves path to new shader.
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/// </summary>
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public string NewShaderPath
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{
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get => m_NewShader;
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}
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MaterialFinalizer m_Finalizer;
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Dictionary<string, string> m_TextureRename = new Dictionary<string, string>();
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Dictionary<string, string> m_FloatRename = new Dictionary<string, string>();
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Dictionary<string, string> m_ColorRename = new Dictionary<string, string>();
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Dictionary<string, float> m_FloatPropertiesToSet = new Dictionary<string, float>();
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Dictionary<string, Color> m_ColorPropertiesToSet = new Dictionary<string, Color>();
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List<string> m_TexturesToRemove = new List<string>();
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Dictionary<string, Texture> m_TexturesToSet = new Dictionary<string, Texture>();
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class KeywordFloatRename
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{
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public string keyword;
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public string property;
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public float setVal, unsetVal;
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}
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List<KeywordFloatRename> m_KeywordFloatRename = new List<KeywordFloatRename>();
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/// <summary>
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/// Type of property to rename.
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/// </summary>
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public enum MaterialPropertyType
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{
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/// <summary>Texture reference property.</summary>
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Texture,
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/// <summary>Float property.</summary>
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Float,
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/// <summary>Color property.</summary>
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Color
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}
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/// <summary>
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/// Retrieves a collection of renamed parameters of a specific MaterialPropertyType.
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/// </summary>
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/// <param name="type">Material Property Type</param>
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/// <returns>Dictionary of property names to their renamed values.</returns>
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/// <exception cref="ArgumentException">type is not valid.</exception>
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public IReadOnlyDictionary<string, string> GetPropertyRenameMap(MaterialPropertyType type)
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{
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switch (type)
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{
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case MaterialPropertyType.Texture: return m_TextureRename;
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case MaterialPropertyType.Float: return m_FloatRename;
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case MaterialPropertyType.Color: return m_ColorRename;
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default: throw new ArgumentException(nameof(type));
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}
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}
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/// <summary>
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/// Upgrade Flags
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/// </summary>
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[Flags]
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public enum UpgradeFlags
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{
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/// <summary>None.</summary>
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None = 0,
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/// <summary>LogErrorOnNonExistingProperty.</summary>
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LogErrorOnNonExistingProperty = 1,
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/// <summary>CleanupNonUpgradedProperties.</summary>
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CleanupNonUpgradedProperties = 2,
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/// <summary>LogMessageWhenNoUpgraderFound.</summary>
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LogMessageWhenNoUpgraderFound = 4
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}
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/// <summary>
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/// Upgrade method.
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/// </summary>
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/// <param name="material">Material to upgrade.</param>
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/// <param name="flags">Upgrade flag</param>
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public void Upgrade(Material material, UpgradeFlags flags)
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{
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Material newMaterial;
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if ((flags & UpgradeFlags.CleanupNonUpgradedProperties) != 0)
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{
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newMaterial = new Material(Shader.Find(m_NewShader));
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}
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else
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{
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newMaterial = UnityEngine.Object.Instantiate(material) as Material;
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newMaterial.shader = Shader.Find(m_NewShader);
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}
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Convert(material, newMaterial);
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material.shader = Shader.Find(m_NewShader);
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material.CopyPropertiesFromMaterial(newMaterial);
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UnityEngine.Object.DestroyImmediate(newMaterial);
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if (m_Finalizer != null)
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m_Finalizer(material);
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}
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// Overridable function to implement custom material upgrading functionality
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/// <summary>
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/// Custom material conversion method.
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/// </summary>
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/// <param name="srcMaterial">Source material.</param>
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/// <param name="dstMaterial">Destination material.</param>
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public virtual void Convert(Material srcMaterial, Material dstMaterial)
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{
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foreach (var t in m_TextureRename)
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{
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if (!srcMaterial.HasProperty(t.Key) || !dstMaterial.HasProperty(t.Value))
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continue;
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dstMaterial.SetTextureScale(t.Value, srcMaterial.GetTextureScale(t.Key));
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dstMaterial.SetTextureOffset(t.Value, srcMaterial.GetTextureOffset(t.Key));
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dstMaterial.SetTexture(t.Value, srcMaterial.GetTexture(t.Key));
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}
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foreach (var t in m_FloatRename)
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{
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if (!srcMaterial.HasProperty(t.Key) || !dstMaterial.HasProperty(t.Value))
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continue;
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dstMaterial.SetFloat(t.Value, srcMaterial.GetFloat(t.Key));
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}
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foreach (var t in m_ColorRename)
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{
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if (!srcMaterial.HasProperty(t.Key) || !dstMaterial.HasProperty(t.Value))
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continue;
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dstMaterial.SetColor(t.Value, srcMaterial.GetColor(t.Key));
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}
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foreach (var prop in m_TexturesToRemove)
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{
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if (!dstMaterial.HasProperty(prop))
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continue;
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dstMaterial.SetTexture(prop, null);
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}
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foreach (var prop in m_TexturesToSet)
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{
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if (!dstMaterial.HasProperty(prop.Key))
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continue;
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dstMaterial.SetTexture(prop.Key, prop.Value);
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}
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foreach (var prop in m_FloatPropertiesToSet)
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{
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if (!dstMaterial.HasProperty(prop.Key))
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continue;
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dstMaterial.SetFloat(prop.Key, prop.Value);
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}
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foreach (var prop in m_ColorPropertiesToSet)
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{
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if (!dstMaterial.HasProperty(prop.Key))
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continue;
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dstMaterial.SetColor(prop.Key, prop.Value);
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}
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foreach (var t in m_KeywordFloatRename)
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{
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if (!dstMaterial.HasProperty(t.property))
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continue;
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dstMaterial.SetFloat(t.property, srcMaterial.IsKeywordEnabled(t.keyword) ? t.setVal : t.unsetVal);
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}
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}
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/// <summary>
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/// Rename shader.
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/// </summary>
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/// <param name="oldName">Old name.</param>
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/// <param name="newName">New name.</param>
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/// <param name="finalizer">Finalizer delegate.</param>
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public void RenameShader(string oldName, string newName, MaterialFinalizer finalizer = null)
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{
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m_OldShader = oldName;
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m_NewShader = newName;
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m_Finalizer = finalizer;
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}
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/// <summary>
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/// Rename Texture Parameter.
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/// </summary>
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/// <param name="oldName">Old name.</param>
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/// <param name="newName">New name.</param>
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public void RenameTexture(string oldName, string newName)
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{
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m_TextureRename[oldName] = newName;
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}
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/// <summary>
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/// Rename Float Parameter.
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/// </summary>
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/// <param name="oldName">Old name.</param>
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/// <param name="newName">New name.</param>
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public void RenameFloat(string oldName, string newName)
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{
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m_FloatRename[oldName] = newName;
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}
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/// <summary>
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/// Rename Color Parameter.
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/// </summary>
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/// <param name="oldName">Old name.</param>
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/// <param name="newName">New name.</param>
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public void RenameColor(string oldName, string newName)
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{
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m_ColorRename[oldName] = newName;
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}
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/// <summary>
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/// Remove Texture Parameter.
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/// </summary>
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/// <param name="name">Parameter name.</param>
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public void RemoveTexture(string name)
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{
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m_TexturesToRemove.Add(name);
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}
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/// <summary>
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/// Set float property.
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/// </summary>
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/// <param name="propertyName">Property name.</param>
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/// <param name="value">Property value.</param>
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public void SetFloat(string propertyName, float value)
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{
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m_FloatPropertiesToSet[propertyName] = value;
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}
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/// <summary>
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/// Set color property.
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/// </summary>
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/// <param name="propertyName">Property name.</param>
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/// <param name="value">Property value.</param>
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public void SetColor(string propertyName, Color value)
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{
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m_ColorPropertiesToSet[propertyName] = value;
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}
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/// <summary>
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/// Set texture property.
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/// </summary>
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/// <param name="propertyName">Property name.</param>
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/// <param name="value">Property value.</param>
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public void SetTexture(string propertyName, Texture value)
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{
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m_TexturesToSet[propertyName] = value;
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}
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/// <summary>
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/// Rename a keyword to float.
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/// </summary>
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/// <param name="oldName">Old name.</param>
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/// <param name="newName">New name.</param>
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/// <param name="setVal">Value when set.</param>
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/// <param name="unsetVal">Value when unset.</param>
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public void RenameKeywordToFloat(string oldName, string newName, float setVal, float unsetVal)
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{
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m_KeywordFloatRename.Add(new KeywordFloatRename { keyword = oldName, property = newName, setVal = setVal, unsetVal = unsetVal });
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}
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static MaterialUpgrader GetUpgrader(List<MaterialUpgrader> upgraders, Material material)
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{
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if (material == null || material.shader == null)
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return null;
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string shaderName = material.shader.name;
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for (int i = 0; i != upgraders.Count; i++)
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{
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if (upgraders[i].m_OldShader == shaderName)
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return upgraders[i];
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}
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return null;
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}
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//@TODO: Only do this when it exceeds memory consumption...
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static void SaveAssetsAndFreeMemory()
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{
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AssetDatabase.SaveAssets();
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GC.Collect();
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EditorUtility.UnloadUnusedAssetsImmediate();
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AssetDatabase.Refresh();
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}
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/// <summary>
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/// Checking if the passed in value is a path to a Material.
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/// </summary>
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/// <param name="material">Material to check.</param>
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/// <param name="shaderNamesToIgnore">HashSet of strings to ignore.</param>
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/// <returns>Returns true if the passed in material's shader is not in the passed in ignore list.</returns>
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static 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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return !shaderNamesToIgnore.Contains(material.shader.name);
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}
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private static bool IsNotAutomaticallyUpgradable(List<MaterialUpgrader> upgraders, Material material)
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{
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return GetUpgrader(upgraders, material) == null && !material.shader.name.ContainsAny(s_PathsWhiteList);
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}
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/// <summary>
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/// Checking if project folder contains any materials that are not using built-in shaders.
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/// </summary>
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/// <param name="upgraders">List if MaterialUpgraders</param>
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/// <returns>Returns true if at least one material uses a non-built-in shader (ignores Hidden, HDRP and Shader Graph Shaders)</returns>
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public static bool ProjectFolderContainsNonBuiltinMaterials(List<MaterialUpgrader> upgraders)
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{
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foreach (var material in AssetDatabaseHelper.FindAssets<Material>(".mat"))
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{
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if(IsNotAutomaticallyUpgradable(upgraders, material))
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return true;
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}
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return false;
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}
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/// <summary>
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/// Upgrade the project folder.
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/// </summary>
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/// <param name="upgraders">List of upgraders.</param>
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/// <param name="progressBarName">Name of the progress bar.</param>
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/// <param name="flags">Material Upgrader flags.</param>
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public static void UpgradeProjectFolder(List<MaterialUpgrader> upgraders, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
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{
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HashSet<string> shaderNamesToIgnore = new HashSet<string>();
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UpgradeProjectFolder(upgraders, shaderNamesToIgnore, progressBarName, flags);
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}
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/// <summary>
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/// Upgrade the project folder.
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/// </summary>
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/// <param name="upgraders">List of upgraders.</param>
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/// <param name="shaderNamesToIgnore">Set of shader names to ignore.</param>
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/// <param name="progressBarName">Name of the progress bar.</param>
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/// <param name="flags">Material Upgrader flags.</param>
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public static void UpgradeProjectFolder(List<MaterialUpgrader> upgraders, HashSet<string> shaderNamesToIgnore, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
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{
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if ((!Application.isBatchMode) && (!EditorUtility.DisplayDialog(DialogText.title, "The upgrade will overwrite materials in your project. " + DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel)))
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return;
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var materialAssets = AssetDatabase.FindAssets($"t:{nameof(Material)} glob:\"**/*.mat\"");
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int materialIndex = 0;
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foreach (var guid in materialAssets)
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{
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Material material = AssetDatabase.LoadAssetAtPath<Material>(AssetDatabase.GUIDToAssetPath(guid));
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materialIndex++;
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if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", materialIndex, materialAssets.Length, material), (float)materialIndex / (float)materialAssets.Length))
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break;
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if (!ShouldUpgradeShader(material, shaderNamesToIgnore))
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continue;
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Upgrade(material, upgraders, flags);
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}
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// Upgrade terrain specifically since it is a builtin material
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if (Terrain.activeTerrains.Length > 0)
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{
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Material terrainMat = Terrain.activeTerrain.materialTemplate;
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Upgrade(terrainMat, upgraders, flags);
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}
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UnityEditor.EditorUtility.ClearProgressBar();
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}
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/// <summary>
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/// Upgrade a material.
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/// </summary>
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/// <param name="material">Material to upgrade.</param>
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/// <param name="upgrader">Material upgrader.</param>
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/// <param name="flags">Material Upgrader flags.</param>
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public static void Upgrade(Material material, MaterialUpgrader upgrader, UpgradeFlags flags)
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{
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using (ListPool<MaterialUpgrader>.Get(out List<MaterialUpgrader> upgraders))
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{
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upgraders.Add(upgrader);
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Upgrade(material, upgraders, flags);
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}
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}
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/// <summary>
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/// Upgrade a material.
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/// </summary>
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/// <param name="material">Material to upgrade.</param>
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/// <param name="upgraders">List of Material upgraders.</param>
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/// <param name="flags">Material Upgrader flags.</param>
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public static void Upgrade(Material material, List<MaterialUpgrader> upgraders, UpgradeFlags flags)
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{
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string message = string.Empty;
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if (Upgrade(material, upgraders, flags, ref message))
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return;
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if (!string.IsNullOrEmpty(message))
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{
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Debug.Log(message);
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}
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}
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/// <summary>
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/// Upgrade a material.
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/// </summary>
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/// <param name="material">Material to upgrade.</param>
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/// <param name="upgraders">List of Material upgraders.</param>
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/// <param name="flags">Material upgrader flags.</param>
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/// <param name="message">Error message to be outputted when no material upgraders are suitable for given material if the flags <see cref="UpgradeFlags.LogMessageWhenNoUpgraderFound"/> is used.</param>
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/// <returns>Returns true if the upgrader was found for the passed in material.</returns>
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public static bool Upgrade(Material material, List<MaterialUpgrader> upgraders, UpgradeFlags flags, ref string message)
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{
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if (material == null)
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return false;
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var upgrader = GetUpgrader(upgraders, material);
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if (upgrader != null)
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{
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upgrader.Upgrade(material, flags);
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return true;
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}
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if ((flags & UpgradeFlags.LogMessageWhenNoUpgraderFound) == UpgradeFlags.LogMessageWhenNoUpgraderFound)
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{
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message =
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$"{material.name} material was not upgraded. There's no upgrader to convert {material.shader.name} shader to selected pipeline";
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return false;
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}
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return true;
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}
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/// <summary>
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/// Upgrade the selection.
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/// </summary>
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/// <param name="upgraders">List of upgraders.</param>
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/// <param name="progressBarName">Name of the progress bar.</param>
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/// <param name="flags">Material Upgrader flags.</param>
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public static void UpgradeSelection(List<MaterialUpgrader> upgraders, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
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{
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HashSet<string> shaderNamesToIgnore = new HashSet<string>();
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UpgradeSelection(upgraders, shaderNamesToIgnore, progressBarName, flags);
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}
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/// <summary>
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/// Upgrade the selection.
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/// </summary>
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/// <param name="upgraders">List of upgraders.</param>
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/// <param name="shaderNamesToIgnore">Set of shader names to ignore.</param>
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/// <param name="progressBarName">Name of the progress bar.</param>
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/// <param name="flags">Material Upgrader flags.</param>
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public static void UpgradeSelection(List<MaterialUpgrader> upgraders, HashSet<string> shaderNamesToIgnore, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
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{
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var selection = Selection.objects;
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if (selection == null)
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{
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EditorUtility.DisplayDialog(DialogText.title, DialogText.noSelectionMessage, DialogText.ok);
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return;
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}
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List<Material> selectedMaterials = new List<Material>(selection.Length);
|
|
for (int i = 0; i < selection.Length; ++i)
|
|
{
|
|
Material mat = selection[i] as Material;
|
|
if (mat != null)
|
|
selectedMaterials.Add(mat);
|
|
}
|
|
|
|
int selectedMaterialsCount = selectedMaterials.Count;
|
|
if (selectedMaterialsCount == 0)
|
|
{
|
|
EditorUtility.DisplayDialog(DialogText.title, DialogText.noSelectionMessage, DialogText.ok);
|
|
return;
|
|
}
|
|
|
|
if (!EditorUtility.DisplayDialog(DialogText.title, string.Format("The upgrade will overwrite {0} selected material{1}. ", selectedMaterialsCount, selectedMaterialsCount > 1 ? "s" : "") +
|
|
DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel))
|
|
return;
|
|
|
|
string lastMaterialName = "";
|
|
for (int i = 0; i < selectedMaterialsCount; i++)
|
|
{
|
|
if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", i, selectedMaterialsCount, lastMaterialName), (float)i / (float)selectedMaterialsCount))
|
|
break;
|
|
|
|
var material = selectedMaterials[i];
|
|
|
|
if (!ShouldUpgradeShader(material, shaderNamesToIgnore))
|
|
continue;
|
|
|
|
Upgrade(material, upgraders, flags);
|
|
if (material != null)
|
|
lastMaterialName = material.name;
|
|
}
|
|
|
|
UnityEditor.EditorUtility.ClearProgressBar();
|
|
}
|
|
}
|
|
}
|