455 lines
18 KiB
C#
455 lines
18 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.Rendering.Universal.ShaderGUI;
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using UnityEditor.ShaderGraph;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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using static Unity.Rendering.Universal.ShaderUtils;
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namespace UnityEditor.Rendering.Universal
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{
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class MaterialModificationProcessor : AssetModificationProcessor
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{
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static void OnWillCreateAsset(string asset)
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{
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if (!asset.ToLowerInvariant().EndsWith(".mat"))
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{
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return;
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}
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MaterialPostprocessor.s_CreatedAssets.Add(asset);
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}
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}
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class MaterialReimporter : Editor
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{
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static bool s_NeedToCheckProjSettingExistence = true;
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static void ReimportAllMaterials()
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{
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string[] guids = AssetDatabase.FindAssets("t:material", null);
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// There can be several materials subAssets per guid ( ie : FBX files ), remove duplicate guids.
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var distinctGuids = guids.Distinct();
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int materialIdx = 0;
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int totalMaterials = distinctGuids.Count();
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try
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{
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AssetDatabase.StartAssetEditing();
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foreach (var asset in distinctGuids)
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{
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materialIdx++;
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var path = AssetDatabase.GUIDToAssetPath(asset);
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EditorUtility.DisplayProgressBar("Material Upgrader re-import", string.Format("({0} of {1}) {2}", materialIdx, totalMaterials, path), (float)materialIdx / (float)totalMaterials);
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AssetDatabase.ImportAsset(path);
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}
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}
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finally
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{
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// Ensure the AssetDatabase knows we're finished editing
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AssetDatabase.StopAssetEditing();
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}
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EditorUtility.ClearProgressBar();
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MaterialPostprocessor.s_NeedsSavingAssets = true;
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}
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[InitializeOnLoadMethod]
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static void RegisterUpgraderReimport()
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{
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EditorApplication.update += () =>
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{
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if (Time.renderedFrameCount > 0)
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{
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bool fileExist = true;
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// We check the file existence only once to avoid IO operations every frame.
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if (s_NeedToCheckProjSettingExistence)
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{
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fileExist = System.IO.File.Exists(UniversalProjectSettings.filePath);
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s_NeedToCheckProjSettingExistence = false;
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}
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//This method is called at opening and when URP package change (update of manifest.json)
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var curUpgradeVersion = UniversalProjectSettings.materialVersionForUpgrade;
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if (curUpgradeVersion != MaterialPostprocessor.k_Upgraders.Length)
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{
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string commandLineOptions = Environment.CommandLine;
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bool inTestSuite = commandLineOptions.Contains("-testResults");
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if (!inTestSuite && fileExist)
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{
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EditorUtility.DisplayDialog("URP Material upgrade", "The Materials in your Project were created using an older version of the Universal Render Pipeline (URP)." +
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" Unity must upgrade them to be compatible with your current version of URP. \n" +
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" Unity will re-import all of the Materials in your project, save the upgraded Materials to disk, and check them out in source control if needed.\n" +
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" Please see the Material upgrade guide in the URP documentation for more information.", "Ok");
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}
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ReimportAllMaterials();
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}
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if (MaterialPostprocessor.s_NeedsSavingAssets)
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MaterialPostprocessor.SaveAssetsToDisk();
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}
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};
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}
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}
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class MaterialPostprocessor : AssetPostprocessor
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{
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public static List<string> s_CreatedAssets = new List<string>();
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internal static List<string> s_ImportedAssetThatNeedSaving = new List<string>();
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internal static bool s_NeedsSavingAssets = false;
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internal static readonly Action<Material, ShaderID>[] k_Upgraders = { UpgradeV1, UpgradeV2, UpgradeV3, UpgradeV4, UpgradeV5 };
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static internal void SaveAssetsToDisk()
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{
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string commandLineOptions = System.Environment.CommandLine;
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bool inTestSuite = commandLineOptions.Contains("-testResults");
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if (inTestSuite)
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{
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// Need to update material version to prevent infinite loop in the upgrader
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// when running tests.
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UniversalProjectSettings.materialVersionForUpgrade = k_Upgraders.Length;
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return;
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}
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foreach (var asset in s_ImportedAssetThatNeedSaving)
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{
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AssetDatabase.MakeEditable(asset);
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}
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AssetDatabase.SaveAssets();
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//to prevent data loss, only update the saved version if user applied change and assets are written to
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UniversalProjectSettings.materialVersionForUpgrade = k_Upgraders.Length;
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UniversalProjectSettings.Save();
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s_ImportedAssetThatNeedSaving.Clear();
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s_NeedsSavingAssets = false;
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}
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static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
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{
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string upgradeLog = "";
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var upgradeCount = 0;
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foreach (var asset in importedAssets)
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{
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// we only care about materials
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if (!asset.EndsWith(".mat", StringComparison.InvariantCultureIgnoreCase))
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continue;
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// load the material and look for it's Universal ShaderID
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// we only care about versioning materials using a known Universal ShaderID
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// this skips any materials that only target other render pipelines, are user shaders,
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// or are shaders we don't care to version
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var material = (Material)AssetDatabase.LoadAssetAtPath(asset, typeof(Material));
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var shaderID = GetShaderID(material.shader);
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if (shaderID == ShaderID.Unknown)
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continue;
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var wasUpgraded = false;
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var debug = "\n" + material.name + "(" + shaderID + ")";
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// look for the Universal AssetVersion
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AssetVersion assetVersion = null;
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var allAssets = AssetDatabase.LoadAllAssetsAtPath(asset);
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foreach (var subAsset in allAssets)
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{
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if (subAsset is AssetVersion sub)
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{
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assetVersion = sub;
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}
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}
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if (!assetVersion)
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{
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wasUpgraded = true;
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assetVersion = ScriptableObject.CreateInstance<AssetVersion>();
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if (s_CreatedAssets.Contains(asset))
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{
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assetVersion.version = k_Upgraders.Length;
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s_CreatedAssets.Remove(asset);
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InitializeLatest(material, shaderID);
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debug += " initialized.";
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}
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else
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{
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if (shaderID.IsShaderGraph())
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{
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// ShaderGraph materials NEVER had asset versioning applied prior to version 5.
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// so if we see a ShaderGraph material with no assetVersion, set it to 5 to ensure we apply all necessary versions.
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assetVersion.version = 5;
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debug += $" shadergraph material assumed to be version 5 due to missing version.";
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}
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else
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{
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assetVersion.version = UniversalProjectSettings.materialVersionForUpgrade;
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debug += $" assumed to be version {UniversalProjectSettings.materialVersionForUpgrade} due to missing version.";
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}
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}
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assetVersion.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector | HideFlags.NotEditable;
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AssetDatabase.AddObjectToAsset(assetVersion, asset);
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}
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while (assetVersion.version < k_Upgraders.Length)
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{
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k_Upgraders[assetVersion.version](material, shaderID);
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debug += $" upgrading:v{assetVersion.version} to v{assetVersion.version + 1}";
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assetVersion.version++;
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wasUpgraded = true;
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}
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if (wasUpgraded)
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{
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upgradeLog += debug;
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upgradeCount++;
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EditorUtility.SetDirty(assetVersion);
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s_ImportedAssetThatNeedSaving.Add(asset);
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s_NeedsSavingAssets = true;
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}
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}
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// Uncomment to show upgrade debug logs
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//if (!string.IsNullOrEmpty(upgradeLog))
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// Debug.Log("UniversalRP Material log: " + upgradeLog);
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}
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static void InitializeLatest(Material material, ShaderID id)
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{
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// newly created materials should reset their keywords immediately (in case inspector doesn't get invoked)
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Unity.Rendering.Universal.ShaderUtils.UpdateMaterial(material, MaterialUpdateType.CreatedNewMaterial, id);
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}
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static void UpgradeV1(Material material, ShaderID shaderID)
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{
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if (shaderID.IsShaderGraph())
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return;
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var shaderPath = ShaderUtils.GetShaderPath((ShaderPathID)shaderID);
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var upgradeFlag = MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound;
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switch (shaderID)
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{
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case ShaderID.Unlit:
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MaterialUpgrader.Upgrade(material, new UnlitUpdaterV1(shaderPath), upgradeFlag);
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UnlitShader.SetMaterialKeywords(material);
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break;
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case ShaderID.SimpleLit:
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MaterialUpgrader.Upgrade(material, new SimpleLitUpdaterV1(shaderPath), upgradeFlag);
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SimpleLitShader.SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords);
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break;
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case ShaderID.Lit:
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MaterialUpgrader.Upgrade(material, new LitUpdaterV1(shaderPath), upgradeFlag);
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LitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords);
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break;
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case ShaderID.ParticlesLit:
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MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag);
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ParticlesLitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
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break;
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case ShaderID.ParticlesSimpleLit:
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MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag);
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ParticlesSimpleLitShader.SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords);
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break;
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case ShaderID.ParticlesUnlit:
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MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag);
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ParticlesUnlitShader.SetMaterialKeywords(material, null, ParticleGUI.SetMaterialKeywords);
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break;
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}
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}
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static void UpgradeV2(Material material, ShaderID shaderID)
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{
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if (shaderID.IsShaderGraph())
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return;
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// fix 50 offset on shaders
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if (material.HasProperty("_QueueOffset"))
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BaseShaderGUI.SetupMaterialBlendMode(material);
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}
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static void UpgradeV3(Material material, ShaderID shaderID)
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{
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if (shaderID.IsShaderGraph())
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return;
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switch (shaderID)
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{
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case ShaderID.Lit:
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case ShaderID.SimpleLit:
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case ShaderID.ParticlesLit:
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case ShaderID.ParticlesSimpleLit:
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case ShaderID.ParticlesUnlit:
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var propertyID = Shader.PropertyToID("_EmissionColor");
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if (material.HasProperty(propertyID))
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{
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// In older version there was a bug that these shaders did not had HDR attribute on emission property.
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// This caused emission color to be converted from gamma to linear space.
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// In order to avoid visual regression on older projects we will do gamma to linear conversion here.
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var emissionGamma = material.GetColor(propertyID);
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var emissionLinear = emissionGamma.linear;
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material.SetColor(propertyID, emissionLinear);
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}
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break;
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}
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}
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static void UpgradeV4(Material material, ShaderID shaderID)
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{ }
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static void UpgradeV5(Material material, ShaderID shaderID)
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{
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if (shaderID.IsShaderGraph())
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return;
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var propertyID = Shader.PropertyToID("_Surface");
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if (material.HasProperty(propertyID))
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{
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float surfaceType = material.GetFloat(propertyID);
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if (surfaceType >= 1.0f)
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{
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material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
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}
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else
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{
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material.DisableKeyword("_SURFACE_TYPE_TRANSPARENT");
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}
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}
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}
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}
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// Upgraders v1
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#region UpgradersV1
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internal class LitUpdaterV1 : MaterialUpgrader
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{
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public static void UpdateLitDetails(Material material)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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if (material.GetTexture("_MetallicGlossMap") || material.GetTexture("_SpecGlossMap") || material.GetFloat("_SmoothnessTextureChannel") >= 0.5f)
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material.SetFloat("_Smoothness", material.GetFloat("_GlossMapScale"));
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else
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material.SetFloat("_Smoothness", material.GetFloat("_Glossiness"));
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}
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public LitUpdaterV1(string oldShaderName)
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{
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if (oldShaderName == null)
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throw new ArgumentNullException("oldShaderName");
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string standardShaderPath = ShaderUtils.GetShaderPath(ShaderPathID.Lit);
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RenameShader(oldShaderName, standardShaderPath, UpdateLitDetails);
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RenameTexture("_MainTex", "_BaseMap");
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RenameColor("_Color", "_BaseColor");
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RenameFloat("_GlossyReflections", "_EnvironmentReflections");
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}
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}
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internal class UnlitUpdaterV1 : MaterialUpgrader
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{
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static Shader bakedLit = Shader.Find(ShaderUtils.GetShaderPath(ShaderPathID.BakedLit));
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public static void UpgradeToUnlit(Material material)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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if (material.GetFloat("_SampleGI") != 0)
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{
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material.shader = bakedLit;
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material.EnableKeyword("_NORMALMAP");
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}
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}
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public UnlitUpdaterV1(string oldShaderName)
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{
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if (oldShaderName == null)
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throw new ArgumentNullException("oldShaderName");
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RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.Unlit), UpgradeToUnlit);
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RenameTexture("_MainTex", "_BaseMap");
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RenameColor("_Color", "_BaseColor");
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}
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}
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internal class SimpleLitUpdaterV1 : MaterialUpgrader
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{
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public SimpleLitUpdaterV1(string oldShaderName)
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{
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if (oldShaderName == null)
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throw new ArgumentNullException("oldShaderName");
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RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SimpleLit), UpgradeToSimpleLit);
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RenameTexture("_MainTex", "_BaseMap");
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RenameColor("_Color", "_BaseColor");
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RenameFloat("_SpecSource", "_SpecularHighlights");
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RenameFloat("_Shininess", "_Smoothness");
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}
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public static void UpgradeToSimpleLit(Material material)
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{
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if (material == null)
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throw new ArgumentNullException("material");
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var smoothnessSource = 1 - (int)material.GetFloat("_GlossinessSource");
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material.SetFloat("_SmoothnessSource", smoothnessSource);
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if (material.GetTexture("_SpecGlossMap") == null)
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{
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var col = material.GetColor("_SpecColor");
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var colBase = material.GetColor("_Color");
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var smoothness = material.GetFloat("_Shininess");
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if (material.GetFloat("_Surface") == 0)
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{
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if (smoothnessSource == 1)
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colBase.a = smoothness;
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else
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col.a = smoothness;
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material.SetColor("_BaseColor", colBase);
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}
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material.SetColor("_BaseColor", colBase);
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material.SetColor("_SpecColor", col);
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}
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}
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}
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internal class ParticleUpdaterV1 : MaterialUpgrader
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{
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public ParticleUpdaterV1(string shaderName)
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{
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if (shaderName == null)
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throw new ArgumentNullException("oldShaderName");
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RenameShader(shaderName, shaderName, ParticleUpgrader.UpdateSurfaceBlendModes);
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RenameTexture("_MainTex", "_BaseMap");
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RenameColor("_Color", "_BaseColor");
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RenameFloat("_FlipbookMode", "_FlipbookBlending");
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switch (ShaderUtils.GetEnumFromPath(shaderName))
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||
|
{
|
||
|
case ShaderPathID.ParticlesLit:
|
||
|
RenameFloat("_Glossiness", "_Smoothness");
|
||
|
break;
|
||
|
case ShaderPathID.ParticlesSimpleLit:
|
||
|
RenameFloat("_Glossiness", "_Smoothness");
|
||
|
break;
|
||
|
case ShaderPathID.ParticlesUnlit:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endregion
|
||
|
}
|