b486678290
Library -Artifacts
697 lines
36 KiB
C#
697 lines
36 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.RegularExpressions;
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using UnityEditor.Animations;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Rendering;
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using IMaterial = UnityEditor.Rendering.UpgradeUtility.IMaterial;
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using UID = UnityEditor.Rendering.UpgradeUtility.UID;
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namespace UnityEditor.Rendering
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{
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/// <summary>
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/// A class containing static methods for updating <see cref="AnimationClip"/> assets with bindings for <see cref="Material"/> properties.
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/// </summary>
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/// <remarks>
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/// Animation clips store bindings for material properties by path name, but don't know whether those properties exist on their dependents.
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/// Because property names did not change uniformly in the material/shader upgrade process, it is not possible to patch path names indiscriminately.
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/// This class provides utilities for discovering how clips are used, so users can make decisions about whether or not to then update them.
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/// It has the limitation that it only knows about:
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/// - Clips that are directly referenced by an <see cref="Animation"/> component
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/// - Clips referenced by an <see cref="AnimatorController"/> used by an <see cref="Animator"/> component
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/// - Clips that are sub-assets of a <see cref="PlayableAsset"/> used by a <see cref="PlayableDirector"/> component with a single <see cref="Animator"/> binding
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/// It does not know about clips that might be referenced in other ways for run-time reassignment.
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/// Recommended usage is to call <see cref="DoUpgradeAllClipsMenuItem"/> from a menu item callback.
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/// The utility can also provide faster, more reliable results if it knows what <see cref="MaterialUpgrader"/> was used to upgrade specific materials.
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/// </remarks>
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static partial class AnimationClipUpgrader
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{
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static readonly Regex k_MatchMaterialPropertyName = new Regex(@"material.(\w+)(\.\w+)?", RegexOptions.Compiled);
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/// <summary>
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/// Determines whether the specified<see cref="EditorCurveBinding"/> is for a material property.
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/// </summary>
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/// <remarks>Internal only for testability.</remarks>
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/// <param name="b">An <see cref="EditorCurveBinding"/>.</param>
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/// <returns><c>true</c> if the binding is for a material property; <c>false</c> otherwise.</returns>
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internal static bool IsMaterialBinding(EditorCurveBinding b) =>
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(b.type?.IsSubclassOf(typeof(Renderer)) ?? false)
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&& !string.IsNullOrEmpty(b.propertyName)
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&& k_MatchMaterialPropertyName.IsMatch(b.propertyName);
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static readonly IReadOnlyCollection<string> k_ColorAttributeSuffixes =
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new HashSet<string>(new[] { ".r", ".g", ".b", ".a" });
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/// <summary>
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/// Infer a shader property name and type from an <see cref="EditorCurveBinding"/>.
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/// </summary>
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/// <remarks>Internal only for testability.</remarks>
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/// <param name="binding">A binding presumed to map to a material property. (See also <seealso cref="IsMaterialBinding"/>.)</param>
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/// <returns>A shader property name, and a guess of what type of shader property it targets.</returns>
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internal static (string Name, ShaderPropertyType Type) InferShaderProperty(EditorCurveBinding binding)
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{
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var match = k_MatchMaterialPropertyName.Match(binding.propertyName);
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var propertyName = match.Groups[1].Value;
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var propertyType = match.Groups[2].Value;
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return (propertyName,
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k_ColorAttributeSuffixes.Contains(propertyType) ? ShaderPropertyType.Color : ShaderPropertyType.Float);
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}
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/// <summary>
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/// Gets asset data for all clip assets at the specified paths, which contain bindings for material properties.
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/// (See also <seealso cref="GatherClipsUsageInDependentPrefabs"/> and <seealso cref="GatherClipsUsageInDependentScenes"/>.)
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/// </summary>
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/// <param name="clipPaths">Paths to assets containing <see cref="AnimationClip"/>.</param>
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/// <returns>
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/// Lookup table mapping <see cref="AnimationClip"/> to its asset path, bindings, property rename table, and usage.
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/// (Use <see cref="GatherClipsUsageInDependentPrefabs"/> to initialize rename table and usage.)
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/// </returns>
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internal static IDictionary<
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IAnimationClip,
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(ClipPath Path, EditorCurveBinding[] Bindings, SerializedShaderPropertyUsage Usage, IDictionary<EditorCurveBinding, string> PropertyRenames)
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> GetAssetDataForClipsFiltered(
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IEnumerable<ClipPath> clipPaths
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)
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{
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var result = new Dictionary<
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IAnimationClip,
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(ClipPath Path, EditorCurveBinding[] Bindings, SerializedShaderPropertyUsage Usage, IDictionary<EditorCurveBinding, string> PropertyRenames)
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>();
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foreach (var clipPath in clipPaths)
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{
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foreach (var asset in AssetDatabase.LoadAllAssetsAtPath(clipPath))
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{
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if (!(asset is AnimationClip clip))
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continue;
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var bindings = AnimationUtility.GetCurveBindings(clip).Where(IsMaterialBinding).ToArray();
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if (bindings.Length == 0)
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continue;
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result[(AnimationClipProxy)clip] =
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(clipPath, bindings, SerializedShaderPropertyUsage.Unknown, new Dictionary<EditorCurveBinding, string>());
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}
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}
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return result;
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}
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/// <summary>
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/// Get dependency mappings between <see cref="AnimationClip"/> and their dependents.
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/// </summary>
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/// <param name="clips"> Paths to clips to consider. (See also <seealso cref="GetAssetDataForClipsFiltered"/>.)</param>
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/// <param name="assets">Paths to assets to consider.</param>
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/// <param name="clipToDependentAssets">Mapping of clip paths to paths of their dependents.</param>
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/// <param name="assetToClipDependencies">Mapping of asset paths to their clip dependencies.</param>
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/// <typeparam name="T">The type of asset path.</typeparam>
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internal static void GetClipDependencyMappings<T>(
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IEnumerable<ClipPath> clips,
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IEnumerable<T> assets,
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out IReadOnlyDictionary<ClipPath, IReadOnlyCollection<T>> clipToDependentAssets,
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out IReadOnlyDictionary<T, IReadOnlyCollection<ClipPath>> assetToClipDependencies
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) where T : struct, IAssetPath
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{
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// ensure there are no duplicate keys
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clips = new HashSet<ClipPath>(clips);
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assets = new HashSet<T>(assets);
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// create mutable builders
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var clipsDependentsBuilder = clips.ToDictionary(c => c, c => new HashSet<T>());
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var assetsBuilder = new Dictionary<T, HashSet<ClipPath>>();
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// build dependency tables
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foreach (var asset in assets)
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{
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assetsBuilder[asset] = new HashSet<ClipPath>();
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foreach (var dependencyPath in AssetDatabase.GetDependencies(asset.Path))
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{
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if (!clipsDependentsBuilder.TryGetValue(dependencyPath, out var dependents))
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continue;
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dependents.Add(asset);
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assetsBuilder[asset].Add(dependencyPath);
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}
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}
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// return readonly results
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clipToDependentAssets =
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clipsDependentsBuilder.ToDictionary(kv => kv.Key, kv => kv.Value as IReadOnlyCollection<T>);
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assetToClipDependencies =
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assetsBuilder.ToDictionary(kv => kv.Key, kv => kv.Value as IReadOnlyCollection<ClipPath>);
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}
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// reusable buffers
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static readonly List<Animation> s_AnimationBuffer = new List<Animation>(8);
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static readonly List<Animator> s_AnimatorBuffer = new List<Animator>(8);
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static readonly List<IAnimationClipSource> s_CustomAnimationBuffer = new List<IAnimationClipSource>(8);
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static readonly List<PlayableDirector> s_PlayableDirectorBuffer = new List<PlayableDirector>(8);
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/// <summary>
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/// Get information about a clip's usage among its dependent scenes to determine whether or not it should be upgraded.
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/// </summary>
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/// <param name="clipDependents">
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/// A table mapping clip asset paths, to asset paths of their dependent prefabs.
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/// (See <seealso cref="GetClipDependencyMappings{T}"/>.)
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/// </param>
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/// <param name="assetDependencies">
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/// A table mapping prefab asset paths, to asset paths of their clip dependencies.
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/// (See <seealso cref="GetClipDependencyMappings{T}"/>.)
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/// </param>
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/// <param name="clipData">
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/// A table mapping clips to other data about them. (See also <seealso cref="GetAssetDataForClipsFiltered"/>.)
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/// </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="progressFunctor">
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/// Optional functor to display a progress bar.
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/// </param>
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internal static void GatherClipsUsageInDependentPrefabs(
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IReadOnlyDictionary<ClipPath, IReadOnlyCollection<PrefabPath>> clipDependents,
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// TODO: right now, clip dependencies are gathered in Animation/Animator, so this may not be needed...
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IReadOnlyDictionary<PrefabPath, IReadOnlyCollection<ClipPath>> assetDependencies,
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IDictionary<
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IAnimationClip,
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(ClipPath Path, EditorCurveBinding[] Bindings, SerializedShaderPropertyUsage Usage, IDictionary<EditorCurveBinding, string> PropertyRenames)
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> clipData,
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IReadOnlyDictionary<string, IReadOnlyList<MaterialUpgrader>> allUpgradePathsToNewShaders,
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IReadOnlyDictionary<UID, MaterialUpgrader> upgradePathsUsedByMaterials = default,
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Func<string, float, bool> progressFunctor = null
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)
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{
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int clipIndex = 0;
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int totalNumberOfClips = clipDependents.Count;
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// check all dependents for usage
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foreach (var kv in clipDependents)
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{
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float currentProgress = (float)++clipIndex / totalNumberOfClips;
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if (progressFunctor != null && progressFunctor($"({clipIndex} of {totalNumberOfClips}) {kv.Key.Path}", currentProgress))
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break;
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foreach (var prefabPath in kv.Value)
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{
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var go = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
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GatherClipsUsageForGameObject(go, clipData, allUpgradePathsToNewShaders, upgradePathsUsedByMaterials);
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}
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}
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}
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/// <summary>
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/// Get information about a clip's usage among its dependent scenes to determine whether or not it should be upgraded.
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/// </summary>
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/// <remarks>
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/// Because this method will open scenes to search for usages, it is recommended you first prompt for user input.
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/// It is also a good idea to first call <see cref="GatherClipsUsageInDependentPrefabs"/> to generate usage data.
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/// Clips that are already known to be unsafe for upgrading based on their prefab usage can be skipped here.
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/// </remarks>
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/// <param name="clipDependents">
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/// A table mapping clip asset paths, to asset paths of their dependent scenes.
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/// (See <seealso cref="GetClipDependencyMappings{T}"/>.)
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/// </param>
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/// <param name="assetDependencies">
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/// A table mapping scene asset paths, to asset paths of their clip dependencies.
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/// (See <seealso cref="GetClipDependencyMappings{T}"/>.)
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/// </param>
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/// <param name="clipData">
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/// A table mapping clips to other data about them. (See also <seealso cref="GetAssetDataForClipsFiltered"/>.)
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/// </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="progressFunctor">
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/// Optional functor to display a progress bar.
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/// </param>
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internal static void GatherClipsUsageInDependentScenes(
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IReadOnlyDictionary<ClipPath, IReadOnlyCollection<ScenePath>> clipDependents,
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// TODO: right now, clip dependencies are gathered in Animation/Animator, so this may not be needed...
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IReadOnlyDictionary<ScenePath, IReadOnlyCollection<ClipPath>> assetDependencies,
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IDictionary<
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IAnimationClip,
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(ClipPath Path, EditorCurveBinding[] Bindings, SerializedShaderPropertyUsage Usage, IDictionary<EditorCurveBinding, string>
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PropertyRenames)
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> clipData,
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IReadOnlyDictionary<string, IReadOnlyList<MaterialUpgrader>> allUpgradePathsToNewShaders,
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IReadOnlyDictionary<UID, MaterialUpgrader> upgradePathsUsedByMaterials = default,
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Func<string, float, bool> progressFunctor = null
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)
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{
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int clipIndex = 0;
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int totalNumberOfClips = clipDependents.Count;
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// check all dependents for usage
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foreach (var kv in clipDependents)
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{
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float currentProgress = (float)++clipIndex / totalNumberOfClips;
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if (progressFunctor != null && progressFunctor($"({clipIndex} of {totalNumberOfClips}) {kv.Key.Path}", currentProgress))
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break;
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foreach (var scenePath in kv.Value)
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{
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var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
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foreach (var go in scene.GetRootGameObjects())
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GatherClipsUsageForGameObject(go, clipData, allUpgradePathsToNewShaders, upgradePathsUsedByMaterials);
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}
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}
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}
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/// <summary>
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/// Update usage information about the specified clips in the clip data table.
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/// </summary>
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/// <param name="go">A prefab, or a <see cref="GameObject"/> in a scene.</param>
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/// <param name="clipData">
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/// A table mapping clips to other data about them. (See also <seealso cref="GetAssetDataForClipsFiltered"/>.)
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/// </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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static void GatherClipsUsageForGameObject(
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GameObject go,
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IDictionary<
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IAnimationClip,
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(ClipPath Path, EditorCurveBinding[] Bindings, SerializedShaderPropertyUsage Usage, IDictionary<EditorCurveBinding, string> PropertyRenames)
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> clipData,
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IReadOnlyDictionary<string, IReadOnlyList<MaterialUpgrader>> allUpgradePathsToNewShaders,
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IReadOnlyDictionary<UID, MaterialUpgrader> upgradePathsUsedByMaterials = default
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)
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{
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go.GetComponentsInChildren(true, s_AnimationBuffer);
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go.GetComponentsInChildren(true, s_AnimatorBuffer);
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go.GetComponentsInChildren(true, s_CustomAnimationBuffer);
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// first check clip usage among GameObjects with legacy Animation
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var gameObjects = new HashSet<GameObject>(s_AnimationBuffer.Select(a => a.gameObject)
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.Union(s_AnimatorBuffer.Select(a => a.gameObject))
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.Union(s_CustomAnimationBuffer.Where(a => a is Component).Select(a => ((Component)a).gameObject)));
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foreach (var gameObject in gameObjects)
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{
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var clips = AnimationUtility.GetAnimationClips(gameObject).Select(clip => (IAnimationClip)(AnimationClipProxy)clip);
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GatherClipsUsageForAnimatedHierarchy(
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gameObject.transform, clips, clipData, allUpgradePathsToNewShaders, upgradePathsUsedByMaterials
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);
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}
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// next check clip usage among GameObjects with PlayableDirector
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go.GetComponentsInChildren(true, s_PlayableDirectorBuffer);
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foreach (var playableDirector in s_PlayableDirectorBuffer)
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{
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var playableAsset = playableDirector.playableAsset;
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if (playableAsset == null)
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continue;
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var assetPath = AssetDatabase.GetAssetPath(playableAsset);
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// get all clip sub-assets
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var clips = new HashSet<IAnimationClip>(
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AssetDatabase.LoadAllAssetsAtPath(assetPath)
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.Where(asset => asset is AnimationClip)
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.Select(asset => (IAnimationClip)(AnimationClipProxy)(asset as AnimationClip))
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);
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// get all clip dependency-assets
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// this will not handle nested clips in FBX like assets, but these are less likely to be editable
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clips.UnionWith(AssetDatabase.GetDependencies(assetPath)
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.Select(AssetDatabase.LoadAssetAtPath<AnimationClip>)
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.Where(asset => asset is AnimationClip)
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.Select(asset => (IAnimationClip)(AnimationClipProxy)asset));
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// check if the value of a binding is an animator, and examines clip usage relative to it
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// this is imprecise, but is suitable to catch the majority of cases (i.e., a single animator binding)
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using (var so = new SerializedObject(playableDirector))
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{
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var clipsProp = so.FindProperty("m_SceneBindings");
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for (int i = 0, count = clipsProp.arraySize; i < count; ++i)
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{
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var elementProp = clipsProp.GetArrayElementAtIndex(i);
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var value = elementProp.FindPropertyRelative("value");
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if (value.objectReferenceValue is Animator animator)
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{
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GatherClipsUsageForAnimatedHierarchy(
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animator.transform, clips, clipData, allUpgradePathsToNewShaders, upgradePathsUsedByMaterials
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);
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}
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}
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}
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}
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// release UnityObject references
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s_AnimationBuffer.Clear();
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s_AnimatorBuffer.Clear();
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s_CustomAnimationBuffer.Clear();
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s_PlayableDirectorBuffer.Clear();
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}
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// reusable buffers
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static readonly List<Renderer> s_RendererBuffer = new List<Renderer>(8);
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static readonly Dictionary<string, (IRenderer Renderer, List<IMaterial> Materials)> s_RenderersByPath =
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new Dictionary<string, (IRenderer Renderer, List<IMaterial> Materials)>();
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/// <summary>
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/// Update usage information about the specified clips in the clip data table.
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/// </summary>
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/// <param name="root">The root of the animated hierarchy (i.e., object with Animation or Animator).</param>
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/// <param name="clips">Collection of animation clips</param>
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/// <param name="clipData">
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/// A table mapping clips to other data about them. (See also <seealso cref="GetAssetDataForClipsFiltered"/>.)
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/// </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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static void GatherClipsUsageForAnimatedHierarchy(
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Transform root,
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IEnumerable<IAnimationClip> clips,
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IDictionary<
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IAnimationClip,
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(ClipPath Path, EditorCurveBinding[] Bindings, SerializedShaderPropertyUsage Usage, IDictionary<EditorCurveBinding, string> PropertyRenames)
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> clipData,
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IReadOnlyDictionary<string, IReadOnlyList<MaterialUpgrader>> allUpgradePathsToNewShaders,
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IReadOnlyDictionary<UID, MaterialUpgrader> upgradePathsUsedByMaterials
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)
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{
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// TODO: report paths of specific assets that contribute to problematic results?
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// find all renderers in the animated hierarchy
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root.GetComponentsInChildren(true, s_RendererBuffer);
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foreach (var renderer in s_RendererBuffer)
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{
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var path = AnimationUtility.CalculateTransformPath(renderer.transform, root);
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var m = ListPool<IMaterial>.Get();
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var r = (RendererProxy)renderer;
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r.GetSharedMaterials(m);
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s_RenderersByPath[path] = (r, m);
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}
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// if there are any renderers, check all clips for usage
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if (s_RendererBuffer.Count > 0)
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{
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foreach (var clip in clips)
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GatherClipUsage(clip, clipData, s_RenderersByPath, allUpgradePathsToNewShaders, upgradePathsUsedByMaterials);
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}
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// release UnityObject references
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s_RendererBuffer.Clear();
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foreach (var (_, materials) in s_RenderersByPath.Values)
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ListPool<IMaterial>.Release(materials);
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s_RenderersByPath.Clear();
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}
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/// <summary>
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/// Update usage information about the specified clip in the clip data table.
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/// </summary>
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/// <remarks>
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/// This method works by looking at shaders used by materials assigned to the specified renderers.
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/// Usage and property renames for the clip are updated, if a binding in the clip matches an upgrader.
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/// Internal only for testability.
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/// </remarks>
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/// <param name="clip">An animation clip.</param>
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/// <param name="clipData">
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/// A table mapping clips to other data about them. (See also <seealso cref="GetAssetDataForClipsFiltered"/>.)
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/// </param>
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/// <param name="renderersByPath">
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|
/// A table mapping transform paths of renderers to lists of the materials they use.
|
|
/// </param>
|
|
/// <param name="allUpgradePathsToNewShaders">
|
|
/// A table of new shader names and all known upgrade paths to them in the target pipeline.
|
|
/// (See also <seealso cref="UpgradeUtility.GetAllUpgradePathsToShaders"/>.)
|
|
/// </param>
|
|
/// <param name="upgradePathsUsedByMaterials">
|
|
/// Optional table of materials known to have gone through a specific upgrade path.
|
|
/// </param>
|
|
internal static void GatherClipUsage(
|
|
IAnimationClip clip,
|
|
IDictionary<
|
|
IAnimationClip,
|
|
(ClipPath Path, EditorCurveBinding[] Bindings, SerializedShaderPropertyUsage Usage, IDictionary<EditorCurveBinding, string> PropertyRenames)
|
|
> clipData,
|
|
IReadOnlyDictionary<string, (IRenderer Renderer, List<IMaterial> Materials)> renderersByPath,
|
|
IReadOnlyDictionary<string, IReadOnlyList<MaterialUpgrader>> allUpgradePathsToNewShaders,
|
|
IReadOnlyDictionary<UID, MaterialUpgrader> upgradePathsUsedByMaterials
|
|
)
|
|
{
|
|
// exit if clip is unknown; it may have been filtered at an earlier stage
|
|
if (!clipData.TryGetValue(clip, out var data))
|
|
return;
|
|
|
|
// see if any animated material bindings in the clip refer to renderers in animated hierarchy
|
|
foreach (var binding in data.Bindings)
|
|
{
|
|
// skip if binding is not for material, or refers to a nonexistent renderer
|
|
if (
|
|
!IsMaterialBinding(binding)
|
|
|| !renderersByPath.TryGetValue(binding.path, out var rendererData)
|
|
) continue;
|
|
|
|
// determine the shader property name and type from the binding
|
|
var shaderProperty = InferShaderProperty(binding);
|
|
var renameType = shaderProperty.Type == ShaderPropertyType.Color
|
|
? MaterialUpgrader.MaterialPropertyType.Color
|
|
: MaterialUpgrader.MaterialPropertyType.Float;
|
|
|
|
// material property animations apply to all materials, so check shader usage in all of them
|
|
foreach (var material in rendererData.Materials)
|
|
{
|
|
var usage = UpgradeUtility.GetNewPropertyName(
|
|
shaderProperty.Name,
|
|
material,
|
|
renameType,
|
|
allUpgradePathsToNewShaders,
|
|
upgradePathsUsedByMaterials,
|
|
out var newPropertyName
|
|
);
|
|
|
|
// if the property has already been upgraded with a different name, mark the upgrade as ambiguous
|
|
if (
|
|
usage == SerializedShaderPropertyUsage.UsedByUpgraded
|
|
&& data.PropertyRenames.TryGetValue(binding, out var propertyRename)
|
|
&& propertyRename != newPropertyName
|
|
)
|
|
usage |= SerializedShaderPropertyUsage.UsedByAmbiguouslyUpgraded;
|
|
|
|
data.Usage |= usage;
|
|
data.PropertyRenames[binding] = newPropertyName;
|
|
}
|
|
}
|
|
|
|
clipData[clip] = data;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Upgrade the specified clips using the associated property rename table.
|
|
/// </summary>
|
|
/// <param name="clipsToUpgrade">
|
|
/// A table mapping clips to property renaming tables that can be safely applied to their bindings.
|
|
/// </param>
|
|
/// <param name="excludeFlags">Do not upgrade clips that have any of these flags set.</param>
|
|
/// <param name="upgraded">Collector for all clips that are upgraded.</param>
|
|
/// <param name="notUpgraded">Collector for all clips that are not upgraded.</param>
|
|
/// <param name="progressFunctor">Optional functor to display a progress bar.</param>
|
|
internal static void UpgradeClips(
|
|
IDictionary<IAnimationClip, (ClipPath Path, EditorCurveBinding[] Bindings, SerializedShaderPropertyUsage Usage, IDictionary<EditorCurveBinding, string> PropertyRenames)> clipsToUpgrade,
|
|
SerializedShaderPropertyUsage excludeFlags,
|
|
HashSet<(IAnimationClip Clip, ClipPath Path, SerializedShaderPropertyUsage Usage)> upgraded,
|
|
HashSet<(IAnimationClip Clip, ClipPath Path, SerializedShaderPropertyUsage Usage)> notUpgraded,
|
|
Func<string, float, bool> progressFunctor = null
|
|
)
|
|
{
|
|
upgraded.Clear();
|
|
notUpgraded.Clear();
|
|
|
|
int clipIndex = 0;
|
|
int totalNumberOfClips = clipsToUpgrade.Count;
|
|
|
|
foreach (var kv in clipsToUpgrade)
|
|
{
|
|
float currentProgress = (float)++clipIndex / totalNumberOfClips;
|
|
if (progressFunctor != null && progressFunctor($"({clipIndex} of {totalNumberOfClips}) {kv.Value.Path.Path}", currentProgress))
|
|
break;
|
|
|
|
if (kv.Value.Usage == SerializedShaderPropertyUsage.Unknown || (kv.Value.Usage & excludeFlags) != 0)
|
|
{
|
|
notUpgraded.Add((kv.Key, kv.Value.Path, kv.Value.Usage));
|
|
continue;
|
|
}
|
|
|
|
var renames = kv.Value.PropertyRenames;
|
|
var bindings = kv.Key.GetCurveBindings().Where(IsMaterialBinding).ToArray();
|
|
if (bindings.Length > 0)
|
|
{
|
|
var newBindings = new EditorCurveBinding[bindings.Length];
|
|
|
|
for (int i = 0; i < bindings.Length; ++i)
|
|
{
|
|
var binding = bindings[i];
|
|
|
|
newBindings[i] = binding;
|
|
if (renames.TryGetValue(binding, out var newName))
|
|
newBindings[i].propertyName = k_MatchMaterialPropertyName.Replace(newBindings[i].propertyName, $"material.{newName}$2");
|
|
}
|
|
|
|
kv.Key.ReplaceBindings(bindings, newBindings);
|
|
}
|
|
|
|
upgraded.Add((kv.Key, kv.Value.Path, kv.Value.Usage));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// A function to call from a menu item callback, which will upgrade all <see cref="AnimationClip"/> in the project.
|
|
/// </summary>
|
|
/// <param name="allUpgraders">All <see cref="MaterialUpgrader"/> for the current render pipeline.</param>
|
|
/// <param name="knownUpgradePaths">
|
|
/// Optional mapping of materials to upgraders they are known to have used.
|
|
/// Without this mapping, the method makes inferences about how a material might have been upgraded.
|
|
/// Making these inferences is slower and possibly not sensitive to ambiguous upgrade paths.
|
|
/// </param>
|
|
/// <param name="filterFlags">
|
|
/// Optional flags to filter out clips that are used in ways that are not safe for upgrading.
|
|
/// </param>
|
|
public static void DoUpgradeAllClipsMenuItem(
|
|
IEnumerable<MaterialUpgrader> allUpgraders,
|
|
string progressBarName,
|
|
IReadOnlyDictionary<UID, MaterialUpgrader> knownUpgradePaths = default,
|
|
SerializedShaderPropertyUsage filterFlags = ~(SerializedShaderPropertyUsage.UsedByUpgraded | SerializedShaderPropertyUsage.UsedByNonUpgraded)
|
|
)
|
|
{
|
|
var clipPaths = AssetDatabase.FindAssets("t:AnimationClip")
|
|
.Select(p => (ClipPath)AssetDatabase.GUIDToAssetPath(p))
|
|
.ToArray();
|
|
DoUpgradeClipsMenuItem(clipPaths, allUpgraders, progressBarName, knownUpgradePaths, filterFlags);
|
|
}
|
|
|
|
static void DoUpgradeClipsMenuItem(
|
|
ClipPath[] clipPaths,
|
|
IEnumerable<MaterialUpgrader> allUpgraders,
|
|
string progressBarName,
|
|
IReadOnlyDictionary<UID, MaterialUpgrader> upgradePathsUsedByMaterials,
|
|
SerializedShaderPropertyUsage filterFlags
|
|
)
|
|
{
|
|
// exit early if no clips
|
|
if (clipPaths?.Length == 0)
|
|
return;
|
|
|
|
// display dialog box
|
|
var dialogMessage = L10n.Tr(
|
|
"Upgrading Material curves in AnimationClips assumes you have already upgraded Materials and shaders as needed. " +
|
|
"It also requires loading assets that use clips to inspect their usage, which can be a slow process. " +
|
|
"Do you want to proceed?"
|
|
);
|
|
|
|
if (!EditorUtility.DisplayDialog(
|
|
L10n.Tr("Upgrade AnimationClips"),
|
|
dialogMessage,
|
|
DialogText.proceed,
|
|
DialogText.cancel))
|
|
return;
|
|
|
|
// only include scene paths if user requested it
|
|
var prefabPaths = AssetDatabase.FindAssets("t:Prefab")
|
|
.Select(p => (PrefabPath)AssetDatabase.GUIDToAssetPath(p))
|
|
.ToArray();
|
|
var scenePaths = AssetDatabase.FindAssets("t:Scene")
|
|
.Select(p => (ScenePath)AssetDatabase.GUIDToAssetPath(p))
|
|
.ToArray();
|
|
|
|
// retrieve clip assets with material animation
|
|
var clipData = GetAssetDataForClipsFiltered(clipPaths);
|
|
|
|
const float kGatherInPrefabsTotalProgress = 0.33f;
|
|
const float kGatherInScenesTotalProgress = 0.66f;
|
|
const float kUpgradeClipsTotalProgress = 1f;
|
|
|
|
// create table mapping all upgrade paths to new shaders
|
|
var allUpgradePathsToNewShaders = UpgradeUtility.GetAllUpgradePathsToShaders(allUpgraders);
|
|
|
|
// retrieve interdependencies with prefabs to figure out which clips can be safely upgraded
|
|
GetClipDependencyMappings(clipPaths, prefabPaths, out var clipPrefabDependents, out var prefabDependencies);
|
|
|
|
GatherClipsUsageInDependentPrefabs(
|
|
clipPrefabDependents, prefabDependencies, clipData, allUpgradePathsToNewShaders, upgradePathsUsedByMaterials,
|
|
(info, progress) => EditorUtility.DisplayCancelableProgressBar(progressBarName, $"Gathering from prefabs {info}", Mathf.Lerp(0f, kGatherInPrefabsTotalProgress, progress))
|
|
);
|
|
|
|
if (EditorUtility.DisplayCancelableProgressBar(progressBarName, "", kGatherInPrefabsTotalProgress))
|
|
{
|
|
EditorUtility.ClearProgressBar();
|
|
return;
|
|
}
|
|
|
|
// if any scenes should be considered, do the same for clips used by scenes
|
|
if (scenePaths.Any())
|
|
{
|
|
GetClipDependencyMappings(clipPaths, scenePaths, out var clipSceneDependents, out var sceneDependencies);
|
|
GatherClipsUsageInDependentScenes(
|
|
clipSceneDependents, sceneDependencies, clipData, allUpgradePathsToNewShaders, upgradePathsUsedByMaterials,
|
|
(info, progress) => EditorUtility.DisplayCancelableProgressBar(progressBarName, $"Gathering from scenes {info}", Mathf.Lerp(kGatherInPrefabsTotalProgress, kGatherInScenesTotalProgress, progress))
|
|
);
|
|
}
|
|
|
|
if (EditorUtility.DisplayCancelableProgressBar(progressBarName, "", kGatherInScenesTotalProgress))
|
|
{
|
|
EditorUtility.ClearProgressBar();
|
|
return;
|
|
}
|
|
|
|
// patch clips that should be upgraded
|
|
var upgraded = new HashSet<(IAnimationClip Clip, ClipPath Path, SerializedShaderPropertyUsage Usage)>();
|
|
var notUpgraded = new HashSet<(IAnimationClip Clip, ClipPath Path, SerializedShaderPropertyUsage Usage)>();
|
|
|
|
AssetDatabase.StartAssetEditing();
|
|
UpgradeClips(
|
|
clipData, filterFlags, upgraded, notUpgraded,
|
|
(info, progress) => EditorUtility.DisplayCancelableProgressBar(progressBarName, $"Upgrading clips {info}", Mathf.Lerp(kGatherInScenesTotalProgress, kUpgradeClipsTotalProgress, progress))
|
|
);
|
|
AssetDatabase.SaveAssets();
|
|
AssetDatabase.StopAssetEditing();
|
|
|
|
EditorUtility.ClearProgressBar();
|
|
|
|
// report results
|
|
if (upgraded.Count > 0)
|
|
{
|
|
var successes = upgraded.Select(data => $"- {data.Path}: ({data.Usage})");
|
|
Debug.Log(
|
|
"Upgraded the following clips:\n" +
|
|
$"{string.Join("\n", successes)}"
|
|
);
|
|
}
|
|
|
|
if (notUpgraded.Count == clipData.Count)
|
|
{
|
|
Debug.LogWarning("No clips were upgraded. Did you remember to upgrade materials first?");
|
|
}
|
|
else if (notUpgraded.Count > 0)
|
|
{
|
|
var errors = notUpgraded.Select(data => $"- {data.Path}: ({data.Usage})");
|
|
Debug.LogWarning(
|
|
$"Did not modify following clips because they they were used in ways other than {~filterFlags}:\n" +
|
|
$"{string.Join("\n", errors)}"
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|