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!
197 lines
9.0 KiB
C#
197 lines
9.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityObject = UnityEngine.Object;
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namespace UnityEditor.Rendering
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{
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/// <summary>
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/// Flags describing usage of an asset by its dependents, when that asset might have serialized shader property names.
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/// </summary>
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[Flags]
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enum SerializedShaderPropertyUsage : byte
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{
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/// <summary>
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/// Asset's usage is unknown.
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/// </summary>
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Unknown = 0,
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/// <summary>
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/// Asset contains no serialized shader properties.
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/// </summary>
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NoShaderProperties = 1,
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/// <summary>
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/// Asset is used by objects that have materials which have been upgraded.
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/// </summary>
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UsedByUpgraded = 2,
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/// <summary>
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/// Asset is used by objects that have materials which were not upgraded.
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/// </summary>
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UsedByNonUpgraded = 4,
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/// <summary>
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/// Asset is used by objects that have materials which may have been upgraded, but there is no unambiguous upgrade path.
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/// </summary>
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UsedByAmbiguouslyUpgraded = 8,
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}
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/// <summary>
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/// Class containing utility methods for upgrading assets affected by render pipeline migration.
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/// </summary>
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static class UpgradeUtility
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{
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/// <summary>
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/// Stable, unique identifier for some asset.
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/// </summary>
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internal struct UID
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{
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public string Value;
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public static implicit operator string(UID uid) => uid.Value;
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public static implicit operator UID(string id) => new UID { Value = id };
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}
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internal interface IMaterial
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{
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UID ID { get; }
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string ShaderName { get; }
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}
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internal struct MaterialProxy : IMaterial
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{
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public MaterialProxy(Material material, UnityObject[] allAssetsAtPath)
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{
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m_ID = $"{allAssetsAtPath}{Array.IndexOf(allAssetsAtPath, material)}";
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m_Material = material;
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}
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UID m_ID;
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Material m_Material;
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public UID ID => m_ID;
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public string ShaderName => m_Material.shader.name;
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public static implicit operator Material(MaterialProxy proxy) => proxy.m_Material;
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public static implicit operator MaterialProxy(Material material) =>
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new MaterialProxy(material, AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(material)));
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public override string ToString() => m_Material.ToString();
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}
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/// <summary>
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/// Create A table of new shader names and all known upgrade paths to them in the target pipeline.
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/// </summary>
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/// <param name="upgraders">The set of <see cref="MaterialUpgrader"/> from which to build the table.</param>
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/// <returns>A table of new shader names and all known upgrade paths to them in the target pipeline.</returns>
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public static Dictionary<string, IReadOnlyList<MaterialUpgrader>> GetAllUpgradePathsToShaders(
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IEnumerable<MaterialUpgrader> upgraders
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)
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{
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var upgradePathBuilder = new Dictionary<string, List<MaterialUpgrader>>();
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foreach (var upgrader in upgraders)
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{
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// skip over upgraders that do not rename shaders or have not been initialized
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if (upgrader.NewShaderPath == null)
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continue;
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if (!upgradePathBuilder.TryGetValue(upgrader.NewShaderPath, out var allPaths))
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upgradePathBuilder[upgrader.NewShaderPath] = allPaths = new List<MaterialUpgrader>();
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allPaths.Add(upgrader);
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}
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return upgradePathBuilder.ToDictionary(kv => kv.Key, kv => kv.Value as IReadOnlyList<MaterialUpgrader>);
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}
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/// <summary>
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/// Gets the new name for a serialized shader property, which needs to be applied to a material that has been upgraded.
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/// </summary>
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/// <remarks>
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/// Some assets serialize shader property names, in order to apply modifications to a material at run-time.
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/// Use this method's return value to determine whether the serialized property name can be safely substituted,
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/// based on a material the host object intends to apply it to.
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/// </remarks>
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/// <param name="shaderPropertyName">A shader property name serialized on a host object.</param>
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/// <param name="material">
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/// The target material to which some shader property modification will be applied.
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/// It is presumed to have already been upgraded.
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/// </param>
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/// <param name="materialPropertyType">What type of property <paramref name="shaderPropertyName"/> is.</param>
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/// <param name="allUpgradePathsToNewShaders">
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/// A table of new shader names and all known upgrade paths to them in the target pipeline.
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/// (See also <seealso cref="UpgradeUtility.GetAllUpgradePathsToShaders"/>.)
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/// </param>
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/// <param name="upgradePathsUsedByMaterials">
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/// Optional table of materials known to have gone through a specific upgrade path.
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/// </param>
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/// <param name="newPropertyName">
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/// The new name for <paramref name="shaderPropertyName"/>.
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/// Its value is only guaranteed to be unambiguous if the method returns
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/// <see cref="SerializedShaderPropertyUsage.UsedByUpgraded"/>.
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/// </param>
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/// <returns>
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/// Usage flags indicating how <paramref name="shaderPropertyName"/> relates to <paramref name="material"/>.
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/// </returns>
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public static SerializedShaderPropertyUsage GetNewPropertyName(
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string shaderPropertyName,
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IMaterial material,
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MaterialUpgrader.MaterialPropertyType materialPropertyType,
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IReadOnlyDictionary<string, IReadOnlyList<MaterialUpgrader>> allUpgradePathsToNewShaders,
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IReadOnlyDictionary<UID, MaterialUpgrader> upgradePathsUsedByMaterials,
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out string newPropertyName
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)
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{
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var result = SerializedShaderPropertyUsage.Unknown;
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// we want to find out if we should rename the property
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newPropertyName = shaderPropertyName;
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// first check if we already know how this material was upgraded
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if (upgradePathsUsedByMaterials != null && upgradePathsUsedByMaterials.TryGetValue(material.ID, out var upgrader))
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{
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result |= SerializedShaderPropertyUsage.UsedByUpgraded;
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var propertyRenameTable = upgrader.GetPropertyRenameMap(materialPropertyType);
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propertyRenameTable.TryGetValue(shaderPropertyName, out newPropertyName);
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}
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// otherwise, try to guess whether it might have been upgraded
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if (newPropertyName == shaderPropertyName)
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{
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// get possible known upgrade paths material might have taken
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allUpgradePathsToNewShaders.TryGetValue(material.ShaderName, out var possibleUpgraders);
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// if there are none, then assume this material was not upgraded
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if ((possibleUpgraders?.Count ?? 0) == 0)
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{
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result |= SerializedShaderPropertyUsage.UsedByNonUpgraded;
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}
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// otherwise, see if there are any possible upgrade paths
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else
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{
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// narrow possible upgraders to those which specify a rename for the bound property
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var matchingUpgraders = possibleUpgraders.Where(
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u => u.GetPropertyRenameMap(materialPropertyType).ContainsKey(shaderPropertyName)
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).ToList();
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// if there are any, assume the material has been upgraded
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if (matchingUpgraders.Any())
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{
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result |= SerializedShaderPropertyUsage.UsedByUpgraded;
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// if there are many possible upgrade paths to take, mark the upgrade as ambiguous
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newPropertyName = matchingUpgraders[0].GetPropertyRenameMap(materialPropertyType)[shaderPropertyName];
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var name = newPropertyName; // cannot use out param inside lambda
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if (matchingUpgraders.Any(u => u.GetPropertyRenameMap(materialPropertyType)[shaderPropertyName] != name))
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result |= SerializedShaderPropertyUsage.UsedByAmbiguouslyUpgraded;
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}
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else
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{
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var alreadyUpgraded = possibleUpgraders.Any(u => u.GetPropertyRenameMap(materialPropertyType).Values.Contains(shaderPropertyName));
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if (alreadyUpgraded)
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{
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result |= SerializedShaderPropertyUsage.UsedByUpgraded;
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}
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}
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}
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}
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return result;
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}
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}
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}
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