using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; using UnityEngine.Scripting.APIUpdating; namespace UnityEditor.Rendering.Universal { internal sealed class UniversalRenderPipelineMaterialUpgrader { private UniversalRenderPipelineMaterialUpgrader() { } [MenuItem("Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to UniversalRP Materials", priority = CoreUtils.editMenuPriority2)] private static void UpgradeProjectMaterials() { List upgraders = new List(); GetUpgraders(ref upgraders); HashSet shaderNamesToIgnore = new HashSet(); GetShaderNamesToIgnore(ref shaderNamesToIgnore); MaterialUpgrader.UpgradeProjectFolder(upgraders, shaderNamesToIgnore, "Upgrade to UniversalRP Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound); } [MenuItem("Edit/Render Pipeline/Universal Render Pipeline/Upgrade Selected Materials to UniversalRP Materials", priority = CoreUtils.editMenuPriority2)] private static void UpgradeSelectedMaterials() { List upgraders = new List(); GetUpgraders(ref upgraders); HashSet shaderNamesToIgnore = new HashSet(); GetShaderNamesToIgnore(ref shaderNamesToIgnore); MaterialUpgrader.UpgradeSelection(upgraders, shaderNamesToIgnore, "Upgrade to UniversalRP Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound); } private static void GetShaderNamesToIgnore(ref HashSet shadersToIgnore) { shadersToIgnore.Add("Universal Render Pipeline/Baked Lit"); shadersToIgnore.Add("Universal Render Pipeline/Lit"); shadersToIgnore.Add("Universal Render Pipeline/Particles/Lit"); shadersToIgnore.Add("Universal Render Pipeline/Particles/Simple Lit"); shadersToIgnore.Add("Universal Render Pipeline/Particles/Unlit"); shadersToIgnore.Add("Universal Render Pipeline/Simple Lit"); shadersToIgnore.Add("Universal Render Pipeline/Nature/SpeedTree7"); shadersToIgnore.Add("Universal Render Pipeline/Nature/SpeedTree7 Billboard"); shadersToIgnore.Add("Universal Render Pipeline/Nature/SpeedTree8"); shadersToIgnore.Add("Universal Render Pipeline/2D/Sprite-Lit-Default"); shadersToIgnore.Add("Universal Render Pipeline/Terrain/Lit"); shadersToIgnore.Add("Universal Render Pipeline/Unlit"); shadersToIgnore.Add("Sprites/Default"); } private static void GetUpgraders(ref List upgraders) { ///////////////////////////////////// // Unity Standard Upgraders // ///////////////////////////////////// upgraders.Add(new StandardUpgrader("Standard")); upgraders.Add(new StandardUpgrader("Standard (Specular setup)")); ///////////////////////////////////// // Legacy Shaders upgraders / ///////////////////////////////////// upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse Detail", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse Fast", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Parallax Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Parallax Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/VertexLit", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/VertexLit", SupportedUpgradeParams.specularAlphaCutout)); // Reflective upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Diffuse", SupportedUpgradeParams.diffuseCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Specular", SupportedUpgradeParams.specularCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Unlit", SupportedUpgradeParams.diffuseCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped VertexLit", SupportedUpgradeParams.diffuseCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Diffuse", SupportedUpgradeParams.diffuseCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Specular", SupportedUpgradeParams.specularCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/VertexLit", SupportedUpgradeParams.diffuseCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Parallax Diffuse", SupportedUpgradeParams.diffuseCubemap)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Parallax Specular", SupportedUpgradeParams.specularCubemap)); // Self-Illum upgrader upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Parallax Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Parallax Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/VertexLit", SupportedUpgradeParams.specularOpaque)); // Alpha Blended upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Diffuse", SupportedUpgradeParams.diffuseAlpha)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Specular", SupportedUpgradeParams.specularAlpha)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Bumped Diffuse", SupportedUpgradeParams.diffuseAlpha)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Bumped Specular", SupportedUpgradeParams.specularAlpha)); // Cutout upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Diffuse", SupportedUpgradeParams.diffuseAlphaCutout)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Specular", SupportedUpgradeParams.specularAlphaCutout)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Diffuse", SupportedUpgradeParams.diffuseAlphaCutout)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Specular", SupportedUpgradeParams.specularAlphaCutout)); // Lightmapped upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/VertexLit", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Bumped Specular", SupportedUpgradeParams.specularOpaque)); ///////////////////////////////////// // Sprites Upgraders ///////////////////////////////////// upgraders.Add(new StandardSimpleLightingUpgrader("Sprites/Diffuse", SupportedUpgradeParams.diffuseAlpha)); ///////////////////////////////////// // UI Upgraders ///////////////////////////////////// upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Bumped", SupportedUpgradeParams.diffuseAlphaCutout)); upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Detail", SupportedUpgradeParams.diffuseAlphaCutout)); upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Refraction", SupportedUpgradeParams.diffuseAlphaCutout)); upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Refraction Detail", SupportedUpgradeParams.diffuseAlphaCutout)); upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Transparent", SupportedUpgradeParams.diffuseAlpha)); ///////////////////////////////////// // Mobile Upgraders / ///////////////////////////////////// upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Specular", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Specular (1 Directional Light)", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Unlit (Supports Lightmap)", SupportedUpgradeParams.diffuseOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit (Only Directional Lights)", SupportedUpgradeParams.specularOpaque)); upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Particles/VertexLit Blended", SupportedUpgradeParams.specularOpaque)); //////////////////////////////////// // Terrain Upgraders // //////////////////////////////////// upgraders.Add(new TerrainUpgrader("Nature/Terrain/Standard")); //////////////////////////////////// // Particle Upgraders // //////////////////////////////////// upgraders.Add(new ParticleUpgrader("Particles/Standard Surface")); upgraders.Add(new ParticleUpgrader("Particles/Standard Unlit")); upgraders.Add(new ParticleUpgrader("Particles/VertexLit Blended")); //////////////////////////////////// // Autodesk Interactive // //////////////////////////////////// upgraders.Add(new AutodeskInteractiveUpgrader("Autodesk Interactive")); } } [MovedFrom("UnityEditor.Rendering.LWRP")] public static class SupportedUpgradeParams { static public UpgradeParams diffuseOpaque = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Opaque, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.NoSpecular, smoothnessSource = SmoothnessSource.BaseAlpha, }; static public UpgradeParams specularOpaque = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Opaque, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.SpecularTextureAndColor, smoothnessSource = SmoothnessSource.BaseAlpha, }; static public UpgradeParams diffuseAlpha = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Transparent, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.NoSpecular, smoothnessSource = SmoothnessSource.SpecularAlpha, }; static public UpgradeParams specularAlpha = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Transparent, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.SpecularTextureAndColor, smoothnessSource = SmoothnessSource.SpecularAlpha, }; static public UpgradeParams diffuseAlphaCutout = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Opaque, blendMode = UpgradeBlendMode.Alpha, alphaClip = true, specularSource = SpecularSource.NoSpecular, smoothnessSource = SmoothnessSource.SpecularAlpha, }; static public UpgradeParams specularAlphaCutout = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Opaque, blendMode = UpgradeBlendMode.Alpha, alphaClip = true, specularSource = SpecularSource.SpecularTextureAndColor, smoothnessSource = SmoothnessSource.SpecularAlpha, }; static public UpgradeParams diffuseCubemap = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Opaque, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.NoSpecular, smoothnessSource = SmoothnessSource.BaseAlpha, }; static public UpgradeParams specularCubemap = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Opaque, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.SpecularTextureAndColor, smoothnessSource = SmoothnessSource.BaseAlpha, }; static public UpgradeParams diffuseCubemapAlpha = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Transparent, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.NoSpecular, smoothnessSource = SmoothnessSource.BaseAlpha, }; static public UpgradeParams specularCubemapAlpha = new UpgradeParams() { surfaceType = UpgradeSurfaceType.Transparent, blendMode = UpgradeBlendMode.Alpha, alphaClip = false, specularSource = SpecularSource.SpecularTextureAndColor, smoothnessSource = SmoothnessSource.BaseAlpha, }; } [MovedFrom("UnityEditor.Rendering.LWRP")] 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 } 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")); material.SetFloat("_WorkflowMode", 1.0f); CoreUtils.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap")); CoreUtils.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_MetallicGlossMap")); UpdateSurfaceTypeAndBlendMode(material); BaseShaderGUI.SetupMaterialBlendMode(material); } 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); BaseShaderGUI.SetupMaterialBlendMode(material); } // 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.SetInt("_Surface", (int)BaseShaderGUI.SurfaceType.Transparent); material.SetInt("_Blend", (int)BaseShaderGUI.BlendMode.Premultiply); } else if (legacyRenderingMode == LegacyRenderingMode.Fade) { material.SetInt("_Surface", (int)BaseShaderGUI.SurfaceType.Transparent); material.SetInt("_Blend", (int)BaseShaderGUI.BlendMode.Alpha); } else { material.SetInt("_Surface", (int)BaseShaderGUI.SurfaceType.Opaque); } } 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 { public 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); } } public 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); } 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); } } } [MovedFrom("UnityEditor.Rendering.LWRP")] public class TerrainUpgrader : MaterialUpgrader { public TerrainUpgrader(string oldShaderName) { RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.TerrainLit)); } } [MovedFrom("UnityEditor.Rendering.LWRP")] public class ParticleUpgrader : MaterialUpgrader { 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"); } public static void UpdateStandardSurface(Material material) { UpdateSurfaceBlendModes(material); } public static void UpdateUnlit(Material material) { UpdateSurfaceBlendModes(material); } public static void UpdateSurfaceBlendModes(Material material) { switch (material.GetFloat("_Mode")) { case 0: // opaque material.SetFloat("_Surface", (int)UpgradeSurfaceType.Opaque); break; case 1: // cutout > alphatest material.SetFloat("_Surface", (int)UpgradeSurfaceType.Opaque); material.SetFloat("_AlphaClip", 1); break; case 2: // fade > alpha material.SetFloat("_Surface", (int)UpgradeSurfaceType.Transparent); material.SetFloat("_Blend", (int)UpgradeBlendMode.Alpha); break; case 3: // transparent > premul material.SetFloat("_Surface", (int)UpgradeSurfaceType.Transparent); material.SetFloat("_Blend", (int)UpgradeBlendMode.Premultiply); break; case 4: // add material.SetFloat("_Surface", (int)UpgradeSurfaceType.Transparent); material.SetFloat("_Blend", (int)UpgradeBlendMode.Additive); break; case 5: // sub > none break; case 6: // mod > multiply material.SetFloat("_Surface", (int)UpgradeSurfaceType.Transparent); material.SetFloat("_Blend", (int)UpgradeBlendMode.Multiply); break; } } } [MovedFrom("UnityEditor.Rendering.LWRP")] public class AutodeskInteractiveUpgrader : MaterialUpgrader { public AutodeskInteractiveUpgrader(string oldShaderName) { RenameShader(oldShaderName, "Universal Render Pipeline/Autodesk Interactive/Autodesk Interactive"); } 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")); } } }