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- 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<MaterialUpgrader> upgraders = new List<MaterialUpgrader>();
- GetUpgraders(ref upgraders);
- HashSet<string> shaderNamesToIgnore = new HashSet<string>();
- 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<MaterialUpgrader> upgraders = new List<MaterialUpgrader>();
- GetUpgraders(ref upgraders);
- HashSet<string> shaderNamesToIgnore = new HashSet<string>();
- GetShaderNamesToIgnore(ref shaderNamesToIgnore);
- MaterialUpgrader.UpgradeSelection(upgraders, shaderNamesToIgnore, "Upgrade to UniversalRP Materials", MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound);
- }
- private static void GetShaderNamesToIgnore(ref HashSet<string> shadersToIgnore)
- {
- shadersToIgnore.Add("Universal Render Pipeline/Baked Lit");
- shadersToIgnore.Add("Universal Render Pipeline/Lit");
- shadersToIgnore.Add("Universal Render Pipeline/Particles/Lit");
- shadersToIgnore.Add("Universal Render Pipeline/Particles/Simple Lit");
- shadersToIgnore.Add("Universal Render Pipeline/Particles/Unlit");
- shadersToIgnore.Add("Universal Render Pipeline/Simple Lit");
- shadersToIgnore.Add("Universal Render Pipeline/Nature/SpeedTree7");
- shadersToIgnore.Add("Universal Render Pipeline/Nature/SpeedTree7 Billboard");
- shadersToIgnore.Add("Universal Render Pipeline/Nature/SpeedTree8");
- shadersToIgnore.Add("Universal Render Pipeline/2D/Sprite-Lit-Default");
- shadersToIgnore.Add("Universal Render Pipeline/Terrain/Lit");
- shadersToIgnore.Add("Universal Render Pipeline/Unlit");
- shadersToIgnore.Add("Sprites/Default");
- }
- private static void GetUpgraders(ref List<MaterialUpgrader> upgraders)
- {
- /////////////////////////////////////
- // Unity Standard Upgraders //
- /////////////////////////////////////
- upgraders.Add(new StandardUpgrader("Standard"));
- upgraders.Add(new StandardUpgrader("Standard (Specular setup)"));
- /////////////////////////////////////
- // Legacy Shaders upgraders /
- /////////////////////////////////////
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse", SupportedUpgradeParams.diffuseOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse Detail", SupportedUpgradeParams.diffuseOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Diffuse Fast", SupportedUpgradeParams.diffuseOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Specular", SupportedUpgradeParams.specularOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Bumped Specular", SupportedUpgradeParams.specularOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Parallax Diffuse", SupportedUpgradeParams.diffuseOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Parallax Specular", SupportedUpgradeParams.specularOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/VertexLit", SupportedUpgradeParams.specularOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/VertexLit", SupportedUpgradeParams.specularAlphaCutout));
- // Reflective
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Diffuse", SupportedUpgradeParams.diffuseCubemap));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Specular", SupportedUpgradeParams.specularCubemap));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped Unlit", SupportedUpgradeParams.diffuseCubemap));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Bumped VertexLit", SupportedUpgradeParams.diffuseCubemap));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Diffuse", SupportedUpgradeParams.diffuseCubemap));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Specular", SupportedUpgradeParams.specularCubemap));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/VertexLit", SupportedUpgradeParams.diffuseCubemap));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Parallax Diffuse", SupportedUpgradeParams.diffuseCubemap));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Reflective/Parallax Specular", SupportedUpgradeParams.specularCubemap));
- // Self-Illum upgrader
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Diffuse", SupportedUpgradeParams.diffuseOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Parallax Diffuse", SupportedUpgradeParams.diffuseOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Specular", SupportedUpgradeParams.specularOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Bumped Specular", SupportedUpgradeParams.specularOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/Parallax Specular", SupportedUpgradeParams.specularOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Self-Illumin/VertexLit", SupportedUpgradeParams.specularOpaque));
- // Alpha Blended
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Diffuse", SupportedUpgradeParams.diffuseAlpha));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Specular", SupportedUpgradeParams.specularAlpha));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Bumped Diffuse", SupportedUpgradeParams.diffuseAlpha));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Bumped Specular", SupportedUpgradeParams.specularAlpha));
- // Cutout
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Diffuse", SupportedUpgradeParams.diffuseAlphaCutout));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Specular", SupportedUpgradeParams.specularAlphaCutout));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Diffuse", SupportedUpgradeParams.diffuseAlphaCutout));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Specular", SupportedUpgradeParams.specularAlphaCutout));
- // Lightmapped
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Diffuse", SupportedUpgradeParams.diffuseOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Specular", SupportedUpgradeParams.specularOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/VertexLit", SupportedUpgradeParams.specularOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Legacy Shaders/Lightmapped/Bumped Specular", SupportedUpgradeParams.specularOpaque));
- /////////////////////////////////////
- // Sprites Upgraders
- /////////////////////////////////////
- upgraders.Add(new StandardSimpleLightingUpgrader("Sprites/Diffuse", SupportedUpgradeParams.diffuseAlpha));
- /////////////////////////////////////
- // UI Upgraders
- /////////////////////////////////////
- upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Bumped", SupportedUpgradeParams.diffuseAlphaCutout));
- upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Detail", SupportedUpgradeParams.diffuseAlphaCutout));
- upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Refraction", SupportedUpgradeParams.diffuseAlphaCutout));
- upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Refraction Detail", SupportedUpgradeParams.diffuseAlphaCutout));
- upgraders.Add(new StandardSimpleLightingUpgrader("UI/Lit/Transparent", SupportedUpgradeParams.diffuseAlpha));
- /////////////////////////////////////
- // Mobile Upgraders /
- /////////////////////////////////////
- upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Diffuse", SupportedUpgradeParams.diffuseOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Specular", SupportedUpgradeParams.specularOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Specular (1 Directional Light)", SupportedUpgradeParams.specularOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Unlit (Supports Lightmap)", SupportedUpgradeParams.diffuseOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit", SupportedUpgradeParams.specularOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/VertexLit (Only Directional Lights)", SupportedUpgradeParams.specularOpaque));
- upgraders.Add(new StandardSimpleLightingUpgrader("Mobile/Particles/VertexLit Blended", SupportedUpgradeParams.specularOpaque));
- ////////////////////////////////////
- // Terrain Upgraders //
- ////////////////////////////////////
- upgraders.Add(new TerrainUpgrader("Nature/Terrain/Standard"));
- ////////////////////////////////////
- // 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"));
- }
- }
- }
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