Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/Converter/ReadonlyMaterialConverter.cs

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2024-05-06 14:45:45 -04:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace UnityEditor.Rendering.Universal.Converters
{
enum IdentifierType { kNullIdentifier = 0, kImportedAsset = 1, kSceneObject = 2, kSourceAsset = 3, kBuiltInAsset = 4 };
internal static class ReadonlyMaterialMap
{
public static readonly Dictionary<string, string> Map = new Dictionary<string, string>
{
{"Default-Diffuse", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat"},
{"Default-Material", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat"},
{"Default-ParticleSystem", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/ParticlesUnlit.mat"},
{"Default-Particle", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/ParticlesUnlit.mat"},
{"Default-Terrain-Diffuse", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/TerrainLit.mat"},
{"Default-Terrain-Specular", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/TerrainLit.mat"},
{"Default-Terrain-Standard", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/TerrainLit.mat"},
{"Sprites-Default", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Sprite-Unlit-Default.mat"},
{"Sprites-Mask", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Sprite-Unlit-Default.mat"},
{"SpatialMappingOcclusion", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/SpatialMappingOcclusion.mat"},
{"SpatialMappingWireframe", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/SpatialMappingWireframe.mat"},
// TODO: These currently render in URP, but they are using BIRP shaders. Create a task to convert these.
// {"Default UI Material", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat"},
// {"ETC1 Supported UI Material", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat"},
// {"Default-Line", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat"},
// {"Default-Skybox", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat"},
};
}
internal class ReadonlyMaterialConverter : RenderPipelineConverter
{
public override string name => "Readonly Material Converter";
public override string info => "Converts references to Built-In readonly materials to URP readonly materials. This will create temporarily a .index file and that can take a long time.";
public override Type container => typeof(BuiltInToURPConverterContainer);
public override bool needsIndexing => true;
List<string> guids = new List<string>();
public override void OnInitialize(InitializeConverterContext ctx, Action callback)
{
var context = Search.SearchService.CreateContext("asset", "urp:convert-readonly");
Search.SearchService.Request(context, (c, items) =>
{
// we're going to do this step twice in order to get them ordered, but it should be fast
var orderedRequest = items.OrderBy(req =>
{
GlobalObjectId.TryParse(req.id, out var gid);
return gid.assetGUID;
});
foreach (var r in orderedRequest)
{
if (r == null || !GlobalObjectId.TryParse(r.id, out var gid))
{
continue;
}
var label = r.provider.fetchLabel(r, r.context);
var description = r.provider.fetchDescription(r, r.context);
var item = new ConverterItemDescriptor()
{
name = description.Split('/').Last().Split('.').First(),
info = $"{label}",
};
guids.Add(gid.ToString());
ctx.AddAssetToConvert(item);
}
callback.Invoke();
});
context?.Dispose();
}
public override void OnRun(ref RunItemContext ctx)
{
var obj = LoadObject(ref ctx);
var result = true;
var errorString = new StringBuilder();
if (obj != null)
{
var materials = MaterialReferenceBuilder.GetMaterialsFromObject(obj);
foreach (var material in materials)
{
if (material == null)
{
continue;
}
// there might be multiple materials on this object, we only care about the ones we explicitly try to remap that fail
if (!MaterialReferenceBuilder.GetIsReadonlyMaterial(material)) continue;
if (!ReadonlyMaterialMap.Map.ContainsKey(material.name)) continue;
if (!ReassignMaterial(obj, material.name, ReadonlyMaterialMap.Map[material.name]))
{
result = false;
errorString.AppendLine($"Material {material.name} failed to be reassigned");
}
}
}
else
{
result = false;
errorString.AppendLine($"Object {ctx.item.descriptor.name} could not be loaded");
}
if (!result)
{
ctx.didFail = true;
ctx.info = errorString.ToString();
}
else
{
// make sure the changes get saved
EditorUtility.SetDirty(obj);
var currentScene = SceneManager.GetActiveScene();
EditorSceneManager.SaveScene(currentScene);
}
}
public override void OnClicked(int index)
{
if (GlobalObjectId.TryParse(guids[index], out var gid))
{
var containerPath = AssetDatabase.GUIDToAssetPath(gid.assetGUID);
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath<Object>(containerPath));
}
}
private static bool ReassignMaterial(Object obj, string oldMaterialName, string newMaterialPath)
{
var result = true;
// do the reflection to make sure we get the right material reference
if (obj is GameObject go)
{
foreach (var key in MaterialReferenceBuilder.GetComponentTypes())
{
var components = go.GetComponentsInChildren(key);
foreach (var component in components)
{
result &= ReassignMaterialOnComponentOrObject(component,
oldMaterialName,
newMaterialPath);
}
}
}
else
{
result &= ReassignMaterialOnComponentOrObject(obj,
oldMaterialName,
newMaterialPath);
}
return result;
}
private static bool ReassignMaterialOnComponentOrObject(Object obj,
string oldMaterialName,
string newMaterialPath)
{
var result = true;
var materialProperties = obj.GetType().GetMaterialPropertiesWithoutLeaking();
foreach (var property in materialProperties)
{
var materialValue = property.GetGetMethod().GetMaterialFromMethod(obj, (methodName, objectName) =>
$"The method {methodName} was not found on {objectName}. Ignoring this property.");
if (materialValue is Material material)
{
if (material.name.Equals(oldMaterialName, StringComparison.OrdinalIgnoreCase))
{
var newMaterial = AssetDatabase.LoadAssetAtPath<Material>(newMaterialPath);
if (newMaterial != null)
{
var setMethod = property.GetSetMethod();
if (setMethod != null)
{
setMethod.Invoke(obj, new object[] { newMaterial });
}
else
{
// failed to set the material from the SetMethod
result = false;
}
}
else
{
// a material we expected to exist does not
result = false;
}
}
}
else if (materialValue is Material[] materialList)
{
for (int i = 0; i < materialList.Length; i++)
{
var mat = materialList[i];
if (mat == null)
{
continue;
}
if (mat.name.Equals(oldMaterialName, StringComparison.OrdinalIgnoreCase))
{
var newMaterial = AssetDatabase.LoadAssetAtPath<Material>(newMaterialPath);
if (newMaterial != null)
{
materialList[i] = newMaterial;
}
else
{
// a material we expected to exist does not
result = false;
}
}
}
var setMethod = property.GetSetMethod();
if (setMethod != null)
{
setMethod.Invoke(obj, new object[] { materialList });
}
else
{
// failed to set the material from the SetMethod
result = false;
}
}
}
return result;
}
private Object LoadObject(ref RunItemContext ctx)
{
var item = ctx.item;
var guid = guids[item.index];
if (GlobalObjectId.TryParse(guid, out var gid))
{
var obj = GlobalObjectId.GlobalObjectIdentifierToObjectSlow(gid);
if (!obj)
{
// Open container scene
if (gid.identifierType == (int)IdentifierType.kSceneObject)
{
var containerPath = AssetDatabase.GUIDToAssetPath(gid.assetGUID);
var mainInstanceID = AssetDatabase.LoadAssetAtPath<Object>(containerPath);
AssetDatabase.OpenAsset(mainInstanceID);
// if we have a prefab open, then we already have the object we need to update
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null)
{
obj = mainInstanceID;
}
// Reload object if it is still null
if (obj == null)
{
obj = GlobalObjectId.GlobalObjectIdentifierToObjectSlow(gid);
if (!obj)
{
ctx.didFail = true;
ctx.info = $"Object {gid.assetGUID} failed to load...";
}
}
}
}
return obj;
}
ctx.didFail = true;
ctx.info = $"Failed to parse Global ID {item.descriptor.info}...";
return null;
}
}
}