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!
608 lines
26 KiB
C#
608 lines
26 KiB
C#
#if PPV2_EXISTS
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using UnityEditor;
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using UnityEditor.Rendering;
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using UnityEditor.SceneManagement;
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using UnityEditor.Search;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.SceneManagement;
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using BIRPRendering = UnityEngine.Rendering.PostProcessing;
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using Object = UnityEngine.Object;
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using URPRenderingEditor = UnityEditor.Rendering.Universal;
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using URPRendering = UnityEngine.Rendering.Universal;
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namespace UnityEditor.Rendering.Universal.Converters
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{
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internal class PPv2Converter : RenderPipelineConverter
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{
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public override string name => "Post-Processing Stack v2 Converter";
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public override string info =>
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"Converts PPv2 Volumes, Profiles, and Layers to URP Volumes, Profiles, and Cameras.";
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public override Type container => typeof(BuiltInToURPConverterContainer);
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public override bool needsIndexing => true;
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private IEnumerable<PostProcessEffectSettingsConverter> effectConverters = null;
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private List<Object> postConversionDestroyables = null;
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List<string> guids = new List<string>();
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public override void OnInitialize(InitializeConverterContext context, Action callback)
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{
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// Converters should already be set to null on domain reload,
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// but we're doing it here just in case anything somehow lingers.
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effectConverters = null;
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postConversionDestroyables = new List<Object>();
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// We are using separate searchContexts here and Adding them in this order:
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// - Components from Prefabs & Scenes (Volumes & Layers)
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// - ScriptableObjects (Profiles)
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//
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// This allows the old objects to be both re-referenced and deleted safely as they are converted in OnRun.
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// The process of converting Volumes will convert Profiles as-needed, and then the explicit followup Profile
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// conversion step will convert any non-referenced assets and delete all old Profiles.
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Debug.Log("Running here");
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// Components First
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using var componentContext =
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Search.SearchService.CreateContext("asset", "urp:convert-ppv2component");
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using var componentItems = Search.SearchService.Request(componentContext);
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{
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Debug.Log("First Search");
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AddSearchItemsAsConverterAssetEntries(componentItems, context);
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}
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// Then ScriptableObjects
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using var scriptableObjectContext =
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Search.SearchService.CreateContext("asset", "urp:convert-ppv2scriptableobject");
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using var scriptableObjectItems = Search.SearchService.Request(scriptableObjectContext);
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{
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Debug.Log("Second Search");
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AddSearchItemsAsConverterAssetEntries(scriptableObjectItems, context);
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}
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callback.Invoke();
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}
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public override void OnRun(ref RunItemContext context)
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{
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var obj = GetContextObject(ref context);
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if (!obj)
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{
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context.didFail = true;
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context.info = "Could not be converted because the target object was lost.";
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return;
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}
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BIRPRendering.PostProcessVolume[] oldVolumes = null;
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BIRPRendering.PostProcessLayer[] oldLayers = null;
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// TODO: Upcoming changes to GlobalObjectIdentifierToObjectSlow will allow
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// this to be inverted, and the else to be deleted.
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#if false
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if (obj is GameObject go)
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{
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oldVolumes = go.GetComponents<BIRPRendering.PostProcessVolume>();
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oldLayers = go.GetComponents<BIRPRendering.PostProcessLayer>();
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}
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else if (obj is MonoBehaviour mb)
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{
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oldVolumes = mb.GetComponents<BIRPRendering.PostProcessVolume>();
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oldLayers = mb.GetComponents<BIRPRendering.PostProcessLayer>();
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}
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#else
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if (obj is GameObject go)
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{
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oldVolumes = go.GetComponentsInChildren<BIRPRendering.PostProcessVolume>();
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oldLayers = go.GetComponentsInChildren<BIRPRendering.PostProcessLayer>();
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}
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else if (obj is MonoBehaviour mb)
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{
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oldVolumes = mb.GetComponentsInChildren<BIRPRendering.PostProcessVolume>();
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oldLayers = mb.GetComponentsInChildren<BIRPRendering.PostProcessLayer>();
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}
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#endif
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// Note: even if nothing needs to be converted, that should still count as success,
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// though it shouldn't ever actually occur.
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var succeeded = true;
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var errorString = new StringBuilder();
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if (effectConverters == null ||
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effectConverters.Count() == 0 ||
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effectConverters.Any(converter => converter == null))
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{
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effectConverters = GetAllBIRPConverters();
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}
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if (oldVolumes != null)
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{
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foreach (var oldVolume in oldVolumes)
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{
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ConvertVolume(oldVolume, ref succeeded, errorString);
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}
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}
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if (oldLayers != null)
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{
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foreach (var oldLayer in oldLayers)
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{
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ConvertLayer(oldLayer, ref succeeded, errorString);
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}
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}
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if (obj is BIRPRendering.PostProcessProfile oldProfile)
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{
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ConvertProfile(oldProfile, ref succeeded, errorString);
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}
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if (!succeeded)
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{
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context.didFail = true;
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context.info = errorString.ToString();
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}
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else
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{
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var currentScene = SceneManager.GetActiveScene();
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EditorSceneManager.SaveScene(currentScene);
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}
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}
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public override void OnPostRun()
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{
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for (var i = 0; i < postConversionDestroyables.Count; i++)
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{
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Object.DestroyImmediate(postConversionDestroyables[i], allowDestroyingAssets: true);
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}
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postConversionDestroyables.Clear();
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}
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public override void OnClicked(int index)
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{
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if (GlobalObjectId.TryParse(guids[index], out var gid))
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{
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var containerPath = AssetDatabase.GUIDToAssetPath(gid.assetGUID);
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EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath<Object>(containerPath));
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}
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}
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private void AddSearchItemsAsConverterAssetEntries(ISearchList searchItems, InitializeConverterContext context)
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{
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foreach (var searchItem in searchItems)
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{
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if (searchItem == null || !GlobalObjectId.TryParse(searchItem.id, out var globalId))
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{
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continue;
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}
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var description = searchItem.provider.fetchDescription(searchItem, searchItem.context);
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var item = new ConverterItemDescriptor()
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{
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name = description.Split('/').Last().Split('.').First(),
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info = $"{ReturnType(globalId)}",
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};
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guids.Add(globalId.ToString());
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context.AddAssetToConvert(item);
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}
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}
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string ReturnType(GlobalObjectId gid)
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{
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var containerPath = AssetDatabase.GUIDToAssetPath(gid.assetGUID);
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return AssetDatabase.LoadAssetAtPath<Object>(containerPath).GetType().ToString().Split('.').Last();
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}
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private Object GetContextObject(ref RunItemContext ctx)
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{
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var item = ctx.item;
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var guid = guids[item.index];
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if (GlobalObjectId.TryParse(guid, out var globalId))
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{
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// Try loading the object
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// TODO: Upcoming changes to GlobalObjectIdentifierToObjectSlow will allow it
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// to return direct references to prefabs and their children.
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// Once that change happens there are several items which should be adjusted.
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var obj = GlobalObjectId.GlobalObjectIdentifierToObjectSlow(globalId);
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// If the object was not loaded, it is probably part of an unopened scene;
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// if so, then the solution is to first load the scene here.
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var objIsInSceneOrPrefab = globalId.identifierType == 2; // 2 is IdentifierType.kSceneObject
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if (!obj &&
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objIsInSceneOrPrefab)
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{
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// Open the Containing Scene Asset in the Hierarchy so the Object can be manipulated
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var mainAssetPath = AssetDatabase.GUIDToAssetPath(globalId.assetGUID);
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var mainAsset = AssetDatabase.LoadAssetAtPath<Object>(mainAssetPath);
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AssetDatabase.OpenAsset(mainAsset);
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// If a prefab stage was opened, then mainAsset is the root of the
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// prefab that contains the target object, so reference that for now,
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// until GlobalObjectIdentifierToObjectSlow is updated
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if (PrefabStageUtility.GetCurrentPrefabStage() != null)
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{
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obj = mainAsset;
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}
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// Reload object if it is still null (because it's in a previously unopened scene)
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if (!obj)
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{
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obj = GlobalObjectId.GlobalObjectIdentifierToObjectSlow(globalId);
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if (!obj)
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{
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ctx.didFail = true;
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ctx.info = $"Object {globalId.assetGUID} failed to load...";
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}
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}
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}
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return obj;
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}
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ctx.didFail = true;
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ctx.info = $"Failed to parse Global ID {item.descriptor.info}...";
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return null;
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}
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#region Conversion_Entry_Points
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private void ConvertVolume(BIRPRendering.PostProcessVolume oldVolume, ref bool succeeded,
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StringBuilder errorString)
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{
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if (!succeeded)
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{
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return;
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}
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if (!oldVolume)
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{
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// TODO: unless there's good way to tell the if the object is just missing because it was already
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// converted as part of an earlier conversion object, then these two lines should be commented
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// out or removed. It should still return though.
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// succeeded = false;
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// errorString.AppendLine("PPv2 PostProcessVolume failed to be converted because the original asset reference was lost during conversion.");
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return;
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}
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if (PrefabUtility.IsPartOfPrefabInstance(oldVolume) &&
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!PrefabUtility.IsAddedComponentOverride(oldVolume))
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{
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// This is a property override on an instance of the component,
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// so override the component instance with the modifications.
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succeeded = ConvertVolumeInstance(oldVolume, errorString);
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}
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else
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{
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// The entire component is unique, so just convert it
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succeeded = ConvertVolumeComponent(oldVolume, errorString);
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}
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}
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private void ConvertLayer(BIRPRendering.PostProcessLayer oldLayer, ref bool succeeded,
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StringBuilder errorString)
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{
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if (!succeeded)
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{
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return;
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}
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if (!oldLayer)
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{
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// TODO: unless there's good way to tell the if the object is just missing because it was already
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// converted as part of an earlier conversion object, then these two lines should be commented
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// out or removed. It should still return though.
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// succeeded = false;
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// errorString.AppendLine("PPv2 PostProcessLayer failed to be converted because the original asset reference was lost during conversion.");
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return;
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}
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if (PrefabUtility.IsPartOfPrefabInstance(oldLayer) &&
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!PrefabUtility.IsAddedComponentOverride(oldLayer))
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{
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// This is a property override on an instance of the component,
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// so override the component instance with the modifications.
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succeeded = ConvertLayerInstance(oldLayer, errorString);
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}
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else
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{
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// The entire component is unique, so just convert it
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succeeded = ConvertLayerComponent(oldLayer, errorString);
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}
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}
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private void ConvertProfile(BIRPRendering.PostProcessProfile oldProfile, ref bool succeeded,
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StringBuilder errorString)
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{
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if (!succeeded)
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{
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return;
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}
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if (!oldProfile)
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{
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errorString.AppendLine(
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"PPv2 PostProcessProfile failed to be converted because the original asset reference was lost during conversion.");
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return;
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}
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ConvertVolumeProfileAsset(oldProfile, errorString, ref succeeded);
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// TODO:
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// - Perhaps old Profiles should only be deleted if they actually no longer have references,
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// just in case some some Volume conversions are skipped and still need references for future conversion.
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// - Alternatively, leave deletion of Profiles entirely to the user. (I think this is preferred)
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}
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#endregion Conversion_Entry_Points
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private bool ConvertVolumeComponent(BIRPRendering.PostProcessVolume oldVolume, StringBuilder errorString)
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{
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// Don't convert if it appears to already have been converted.
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if (oldVolume.GetComponent<Volume>()) return true;
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var gameObject = oldVolume.gameObject;
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var newVolume = gameObject.AddComponent<Volume>();
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newVolume.priority = oldVolume.priority;
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newVolume.weight = oldVolume.weight;
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newVolume.blendDistance = oldVolume.blendDistance;
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newVolume.isGlobal = oldVolume.isGlobal;
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newVolume.enabled = oldVolume.enabled;
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var success = true;
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newVolume.sharedProfile = ConvertVolumeProfileAsset(oldVolume.sharedProfile, errorString, ref success);
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if (PrefabUtility.IsPartOfPrefabAsset(oldVolume))
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{
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postConversionDestroyables.Add(oldVolume);
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}
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else
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{
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Object.DestroyImmediate(oldVolume, allowDestroyingAssets: true);
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}
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EditorUtility.SetDirty(gameObject);
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return success;
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}
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private bool ConvertVolumeInstance(BIRPRendering.PostProcessVolume oldVolume, StringBuilder errorString)
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{
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// First get a reference to the local instance of the converted component
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// which may require immediately converting it at its origin location first.
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var newVolumeInstance = oldVolume.GetComponent<Volume>();
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if (!newVolumeInstance)
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{
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var oldVolumeOrigin = PrefabUtility.GetCorrespondingObjectFromSource(oldVolume);
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if (!ConvertVolumeComponent(oldVolumeOrigin, errorString))
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{
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return false;
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}
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PrefabUtility.SavePrefabAsset(oldVolumeOrigin.gameObject);
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newVolumeInstance = oldVolume.GetComponent<Volume>();
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if (!newVolumeInstance)
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{
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errorString.AppendLine(
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"PPv2 PostProcessVolume failed to be converted because the instance object did not inherit the converted Prefab source.");
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return false;
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}
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}
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bool success = true;
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var oldModifications = PrefabUtility.GetPropertyModifications(oldVolume);
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foreach (var oldModification in oldModifications)
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{
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if (oldModification.target is BIRPRendering.PostProcessVolume)
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{
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if (oldModification.propertyPath.EndsWith("priority", StringComparison.InvariantCultureIgnoreCase))
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newVolumeInstance.priority = oldVolume.priority;
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else if (oldModification.propertyPath.EndsWith("weight",
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StringComparison.InvariantCultureIgnoreCase))
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newVolumeInstance.weight = oldVolume.weight;
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else if (oldModification.propertyPath.EndsWith("blendDistance",
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StringComparison.InvariantCultureIgnoreCase))
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newVolumeInstance.blendDistance = oldVolume.blendDistance;
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else if (oldModification.propertyPath.EndsWith("isGlobal",
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StringComparison.InvariantCultureIgnoreCase))
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newVolumeInstance.isGlobal = oldVolume.isGlobal;
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else if (oldModification.propertyPath.EndsWith("enabled",
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StringComparison.InvariantCultureIgnoreCase))
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newVolumeInstance.enabled = oldVolume.enabled;
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else if (oldModification.propertyPath.EndsWith("sharedProfile",
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StringComparison.InvariantCultureIgnoreCase))
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newVolumeInstance.sharedProfile =
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ConvertVolumeProfileAsset(oldVolume.sharedProfile, errorString, ref success);
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EditorUtility.SetDirty(newVolumeInstance);
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}
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}
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return success;
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}
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private bool ConvertLayerComponent(BIRPRendering.PostProcessLayer oldLayer, StringBuilder errorString)
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{
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var siblingCamera = oldLayer.GetComponent<Camera>().GetUniversalAdditionalCameraData();
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// PostProcessLayer requires a sibling Camera component, but
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// we check it here just in case something weird went happened.
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if (!siblingCamera)
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{
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errorString.AppendLine(
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"PPv2 PostProcessLayer failed to be converted because the instance object was missing a required sibling Camera component.");
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return false;
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}
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// The presence of a PostProcessLayer implies the Camera should render post-processes
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siblingCamera.renderPostProcessing = true;
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siblingCamera.volumeLayerMask = oldLayer.volumeLayer;
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siblingCamera.volumeTrigger = oldLayer.volumeTrigger;
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siblingCamera.stopNaN = oldLayer.stopNaNPropagation;
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siblingCamera.antialiasingQuality =
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(URPRendering.AntialiasingQuality)oldLayer.subpixelMorphologicalAntialiasing.quality;
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switch (oldLayer.antialiasingMode)
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{
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case BIRPRendering.PostProcessLayer.Antialiasing.None:
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siblingCamera.antialiasing = URPRendering.AntialiasingMode.None;
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break;
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case BIRPRendering.PostProcessLayer.Antialiasing.FastApproximateAntialiasing:
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siblingCamera.antialiasing = URPRendering.AntialiasingMode.FastApproximateAntialiasing;
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break;
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case BIRPRendering.PostProcessLayer.Antialiasing.SubpixelMorphologicalAntialiasing:
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siblingCamera.antialiasing = URPRendering.AntialiasingMode.SubpixelMorphologicalAntiAliasing;
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break;
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default:
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// Default to the the most performant mode, since "None" is an explicit option.
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siblingCamera.antialiasing = URPRendering.AntialiasingMode.FastApproximateAntialiasing;
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break;
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}
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if (PrefabUtility.IsPartOfPrefabAsset(oldLayer))
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{
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postConversionDestroyables.Add(oldLayer);
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}
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else
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{
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Object.DestroyImmediate(oldLayer, allowDestroyingAssets: true);
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}
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EditorUtility.SetDirty(siblingCamera.gameObject);
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return true;
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}
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private bool ConvertLayerInstance(BIRPRendering.PostProcessLayer oldLayer, StringBuilder errorString)
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{
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// First get a reference to the local instance of the camera (which is required by PostProcessingLayer)
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var siblingCamera = oldLayer.GetComponent<Camera>().GetUniversalAdditionalCameraData();
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if (!siblingCamera)
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{
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errorString.AppendLine(
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"PPv2 PostProcessLayer failed to be converted because the instance object was missing a required sibling Camera component.");
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return false;
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}
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var oldModifications = PrefabUtility.GetPropertyModifications(oldLayer);
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foreach (var oldModification in oldModifications)
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{
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if (oldModification.target is BIRPRendering.PostProcessLayer)
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{
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if (oldModification.propertyPath.EndsWith("volumeLayer",
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StringComparison.InvariantCultureIgnoreCase))
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siblingCamera.volumeLayerMask = oldLayer.volumeLayer;
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else if (oldModification.propertyPath.EndsWith("volumeTrigger",
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StringComparison.InvariantCultureIgnoreCase))
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siblingCamera.volumeTrigger = oldLayer.volumeTrigger;
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else if (oldModification.propertyPath.EndsWith("stopNaNPropagation",
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StringComparison.InvariantCultureIgnoreCase))
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siblingCamera.stopNaN = oldLayer.stopNaNPropagation;
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else if (oldModification.propertyPath.EndsWith("quality",
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StringComparison.InvariantCultureIgnoreCase))
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siblingCamera.antialiasingQuality =
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(URPRendering.AntialiasingQuality)oldLayer.subpixelMorphologicalAntialiasing.quality;
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else if (oldModification.propertyPath.EndsWith("antialiasingMode",
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StringComparison.InvariantCultureIgnoreCase))
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{
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|
switch (oldLayer.antialiasingMode)
|
|
{
|
|
case BIRPRendering.PostProcessLayer.Antialiasing.None:
|
|
siblingCamera.antialiasing = URPRendering.AntialiasingMode.None;
|
|
break;
|
|
case BIRPRendering.PostProcessLayer.Antialiasing.FastApproximateAntialiasing:
|
|
siblingCamera.antialiasing = URPRendering.AntialiasingMode.FastApproximateAntialiasing;
|
|
break;
|
|
case BIRPRendering.PostProcessLayer.Antialiasing.SubpixelMorphologicalAntialiasing:
|
|
siblingCamera.antialiasing =
|
|
URPRendering.AntialiasingMode.SubpixelMorphologicalAntiAliasing;
|
|
break;
|
|
default:
|
|
// Default to the the most performant mode, since "None" is an explicit option.
|
|
siblingCamera.antialiasing = URPRendering.AntialiasingMode.FastApproximateAntialiasing;
|
|
break;
|
|
}
|
|
}
|
|
|
|
EditorUtility.SetDirty(siblingCamera);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private VolumeProfile ConvertVolumeProfileAsset(BIRPRendering.PostProcessProfile oldProfile,
|
|
StringBuilder errorString, ref bool success)
|
|
{
|
|
// Don't convert if it appears to already have been converted.
|
|
if (!oldProfile) return null;
|
|
|
|
var oldPath = AssetDatabase.GetAssetPath(oldProfile);
|
|
var oldDirectory = Path.GetDirectoryName(oldPath);
|
|
var oldName = Path.GetFileNameWithoutExtension(oldPath);
|
|
var newPath = Path.Combine(oldDirectory, $"{oldName}(URP).asset");
|
|
if (File.Exists(newPath))
|
|
{
|
|
return AssetDatabase.LoadAssetAtPath<VolumeProfile>(newPath);
|
|
}
|
|
|
|
var newProfile = ScriptableObject.CreateInstance<VolumeProfile>();
|
|
try
|
|
{
|
|
AssetDatabase.CreateAsset(newProfile, newPath);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
errorString.AppendLine($"PPv2 PostProcessLayer failed to be converted with exception:\n{e}");
|
|
success = false;
|
|
|
|
if (!newProfile) return null;
|
|
}
|
|
|
|
foreach (var oldSettings in oldProfile.settings)
|
|
{
|
|
foreach (var effectConverter in effectConverters)
|
|
{
|
|
effectConverter.AddConvertedProfileSettingsToProfile(oldSettings, newProfile);
|
|
}
|
|
}
|
|
|
|
EditorUtility.SetDirty(newProfile);
|
|
|
|
return newProfile;
|
|
}
|
|
|
|
public IEnumerable<PostProcessEffectSettingsConverter> GetAllBIRPConverters()
|
|
{
|
|
var baseType = typeof(PostProcessEffectSettingsConverter);
|
|
|
|
var assembly = Assembly.GetAssembly(baseType);
|
|
var derivedTypes = assembly
|
|
.GetTypes()
|
|
.Where(t =>
|
|
t.BaseType != null &&
|
|
t.BaseType == baseType)
|
|
.Select(t => ScriptableObject.CreateInstance(t) as PostProcessEffectSettingsConverter);
|
|
|
|
return derivedTypes;
|
|
}
|
|
}
|
|
}
|
|
#endif
|