9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
164 lines
7.9 KiB
C#
164 lines
7.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEditor.Rendering.Universal.Converters;
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using ClipPath = UnityEditor.Rendering.AnimationClipUpgrader.ClipPath;
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using ClipProxy = UnityEditor.Rendering.AnimationClipUpgrader.AnimationClipProxy;
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using UnityObject = UnityEngine.Object;
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namespace UnityEditor.Rendering.Universal
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{
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internal sealed class AnimationClipConverter : RenderPipelineConverter
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{
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public override string name => "Animation Clip Converter";
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public override string info => "Need to update all Animation Clips. This will run after Materials has been converted.";
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public override string category { get; }
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public override Type container => typeof(BuiltInToURPConverterContainer);
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List<GlobalObjectId> m_AssetsToConvert = new List<GlobalObjectId>(64);
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IDictionary<AnimationClipUpgrader.IAnimationClip, (ClipPath Path, EditorCurveBinding[] Bindings, SerializedShaderPropertyUsage Usage, IDictionary<EditorCurveBinding, string> PropertyRenames)> m_ClipData =
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new Dictionary<AnimationClipUpgrader.IAnimationClip, (ClipPath Path, EditorCurveBinding[] Bindings, SerializedShaderPropertyUsage Usage, IDictionary<EditorCurveBinding, string> PropertyRenames)>();
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public override void OnInitialize(InitializeConverterContext ctx, Action callback)
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{
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// get paths to all animation clips
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var clipPaths = AssetDatabase.FindAssets("t:AnimationClip")
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.Select(p => (ClipPath)AssetDatabase.GUIDToAssetPath(p))
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.ToArray();
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// retrieve clip assets with material animation
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m_ClipData = AnimationClipUpgrader.GetAssetDataForClipsFiltered(clipPaths);
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// collect all clips and add them to the context
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var keys = m_ClipData.Keys.ToArray();
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var clipIds = new GlobalObjectId[keys.Length];
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GlobalObjectId.GetGlobalObjectIdsSlow(keys.Select(c => c.Clip as UnityObject).ToArray(), clipIds);
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for (int i = 0; i < keys.Length; ++i)
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{
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AnimationClipUpgrader.IAnimationClip key = keys[i];
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var cd = m_ClipData[key];
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var clip = key.Clip;
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var item = new ConverterItemDescriptor()
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{
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name = clip.name,
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info = cd.Path,
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};
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// TODO: need to know how materials will be upgraded in order to generate warnings
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m_AssetsToConvert.Add(clipIds[i]);
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ctx.AddAssetToConvert(item);
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}
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callback.Invoke();
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}
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public override void OnPreRun()
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{
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// get paths to all animation clips
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var clipPaths = new HashSet<ClipPath>(m_ClipData.Values.Select(cd => cd.Path));
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// get paths to all prefabs and scenes in order to inspect clip usage
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var prefabPaths = AssetDatabase.FindAssets("t:Prefab")
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.Select(p => (AnimationClipUpgrader.PrefabPath)AssetDatabase.GUIDToAssetPath(p))
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.ToArray();
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var scenePaths = AssetDatabase.FindAssets("t:Scene")
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.Select(p => (AnimationClipUpgrader.ScenePath)AssetDatabase.GUIDToAssetPath(p))
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.ToArray();
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// create table mapping all upgrade paths to new shaders
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var upgraders = new UniversalRenderPipelineMaterialUpgrader().upgraders;
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var allUpgradePathsToNewShaders = UpgradeUtility.GetAllUpgradePathsToShaders(upgraders);
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// TODO: could pass in upgrade paths used by materials in the future
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// retrieve interdependencies with prefabs to figure out which clips can be safely upgraded
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AnimationClipUpgrader.GetClipDependencyMappings(clipPaths, prefabPaths, out var clipPrefabDependents, out var prefabDependencies);
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AnimationClipUpgrader.GatherClipsUsageInDependentPrefabs(
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clipPrefabDependents, prefabDependencies, m_ClipData, allUpgradePathsToNewShaders, default, default);
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// do the same for clips used by scenes
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AnimationClipUpgrader.GetClipDependencyMappings(clipPaths, scenePaths, out var clipSceneDependents, out var sceneDependencies);
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AnimationClipUpgrader.GatherClipsUsageInDependentScenes(
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clipSceneDependents, sceneDependencies, m_ClipData, allUpgradePathsToNewShaders, default, default);
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}
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HashSet<(AnimationClipUpgrader.IAnimationClip Clip, ClipPath Path, SerializedShaderPropertyUsage Usage)> m_Upgraded =
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new HashSet<(AnimationClipUpgrader.IAnimationClip Clip, ClipPath Path, SerializedShaderPropertyUsage Usage)>();
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HashSet<(AnimationClipUpgrader.IAnimationClip Clip, ClipPath Path, SerializedShaderPropertyUsage Usage)> m_NotUpgraded =
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new HashSet<(AnimationClipUpgrader.IAnimationClip Clip, ClipPath Path, SerializedShaderPropertyUsage Usage)>();
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IDictionary<AnimationClipUpgrader.IAnimationClip, (ClipPath Path, EditorCurveBinding[] Bindings, SerializedShaderPropertyUsage Usage, IDictionary<EditorCurveBinding, string> PropertyRenames)> m_TempClipData =
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new Dictionary<AnimationClipUpgrader.IAnimationClip, (ClipPath Path, EditorCurveBinding[] Bindings, SerializedShaderPropertyUsage Usage, IDictionary<EditorCurveBinding, string> PropertyRenames)>();
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public override void OnRun(ref RunItemContext ctx)
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{
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// filter flags are used to determine which clips to skip over during upgrade process
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// we want to process all clips that are not ambiguously upgraded
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const SerializedShaderPropertyUsage kFilterFlags =
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~(
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SerializedShaderPropertyUsage.UsedByUpgraded
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| SerializedShaderPropertyUsage.UsedByNonUpgraded
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);
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const SerializedShaderPropertyUsage kSuccessFlags =
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SerializedShaderPropertyUsage.UsedByUpgraded;
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var clipKey = (ClipProxy)GlobalObjectId.GlobalObjectIdentifierToObjectSlow(m_AssetsToConvert[ctx.item.index]);
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m_TempClipData.Clear();
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m_TempClipData[clipKey] = m_ClipData[clipKey];
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m_Upgraded.Clear();
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m_NotUpgraded.Clear();
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AnimationClipUpgrader.UpgradeClips(m_TempClipData, kFilterFlags, m_Upgraded, m_NotUpgraded, default);
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var usage = m_TempClipData[clipKey].Usage;
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// Success
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if ((usage & kSuccessFlags) != 0 && (usage & kFilterFlags) == 0)
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return;
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if (usage == SerializedShaderPropertyUsage.Unknown)
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{
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ctx.didFail = true;
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ctx.info = L10n.Tr("The animation clip is not used by any objects with renderers currently in the project, so it may not be safe to automatically upgrade.");
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return;
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}
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var sb = new StringBuilder();
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sb.Append(L10n.Tr("The animation clip was not modified for one or more reasons:"));
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if ((usage & SerializedShaderPropertyUsage.UsedByAmbiguouslyUpgraded) != 0)
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{
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ctx.didFail = true;
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sb.Append(L10n.Tr("\n - The animation clip is used by objects with materials that took different upgrade paths for the animated property."));
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}
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if ((usage & SerializedShaderPropertyUsage.UsedByNonUpgraded) != 0)
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{
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ctx.didFail = true;
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sb.Append(L10n.Tr("\n - The animation clip is used by objects with materials that have not been upgraded."));
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}
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if (ctx.didFail)
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ctx.info = sb.ToString();
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}
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public override void OnClicked(int index)
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{
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var id = m_AssetsToConvert[index];
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var clip = GlobalObjectId.GlobalObjectIdentifierToObjectSlow(id);
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if (clip == null)
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return;
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EditorGUIUtility.PingObject(clip);
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}
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}
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}
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