137 lines
4.9 KiB
C#
137 lines
4.9 KiB
C#
using System;
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using System.IO;
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using System.Collections.Generic;
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using UnityEditor.Rendering.Universal.Converters;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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using UnityEditor.SceneManagement;
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namespace UnityEditor.Rendering.Universal
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{
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internal sealed class ParametricToFreeformLightUpgrader : RenderPipelineConverter
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{
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const float k_EnscribedSquareDiagonalLength = 0.70710678118654752440084436210485f;
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public override string name => "Parametric to Freeform Light Upgrade";
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public override string info => "This will upgrade all parametric lights to freeform lights.";
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public override int priority => -1000;
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public override Type container => typeof(UpgradeURP2DAssetsContainer);
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List<string> m_AssetsToConvert = new List<string>();
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string m_Light2DId;
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public static void UpgradeParametricLight(Light2D light)
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{
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if (light.lightType == (Light2D.LightType)Light2D.DeprecatedLightType.Parametric)
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{
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light.lightType = Light2D.LightType.Freeform;
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// Parametric radius has to be > 0 in order mesh tessellation to be valid
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if (light.shapeLightParametricRadius == 0)
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light.shapeLightParametricRadius = 0.01f;
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float radius = light.shapeLightParametricRadius;
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float angle = light.shapeLightParametricAngleOffset;
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int sides = light.shapeLightParametricSides;
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var angleOffset = Mathf.PI / 2.0f + Mathf.Deg2Rad * angle;
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if (sides < 3)
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{
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radius = k_EnscribedSquareDiagonalLength * radius;
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sides = 4;
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}
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if (sides == 4)
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{
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angleOffset = Mathf.PI / 4.0f + Mathf.Deg2Rad * angle;
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}
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var radiansPerSide = 2 * Mathf.PI / sides;
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var min = new Vector3(float.MaxValue, float.MaxValue, 0);
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var max = new Vector3(float.MinValue, float.MinValue, 0);
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Vector3[] shapePath = new Vector3[sides];
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for (var i = 0; i < sides; i++)
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{
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var endAngle = (i + 1) * radiansPerSide;
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var extrudeDir = new Vector3(Mathf.Cos(endAngle + angleOffset), Mathf.Sin(endAngle + angleOffset), 0);
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var endPoint = radius * extrudeDir;
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shapePath[i] = endPoint;
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}
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light.shapePath = shapePath;
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light.UpdateMesh();
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EditorSceneManager.MarkSceneDirty(light.gameObject.scene);
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}
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}
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void UpgradeGameObject(GameObject go)
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{
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Light2D[] lights = go.GetComponentsInChildren<Light2D>();
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foreach (Light2D light in lights)
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{
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if (light.lightType == Light2D.LightType.Parametric && !PrefabUtility.IsPartOfPrefabInstance(light))
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UpgradeParametricLight(light);
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}
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}
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public override void OnInitialize(InitializeConverterContext context, Action callback)
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{
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string[] allAssetPaths = AssetDatabase.GetAllAssetPaths();
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foreach (string path in allAssetPaths)
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{
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if (URP2DConverterUtility.IsPrefabOrScenePath(path, "m_LightType: 0"))
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{
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ConverterItemDescriptor desc = new ConverterItemDescriptor()
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{
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name = Path.GetFileNameWithoutExtension(path),
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info = path,
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warningMessage = String.Empty,
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helpLink = String.Empty
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};
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// Each converter needs to add this info using this API.
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m_AssetsToConvert.Add(path);
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context.AddAssetToConvert(desc);
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}
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}
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callback.Invoke();
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}
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public override void OnRun(ref RunItemContext context)
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{
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string result = string.Empty;
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string ext = Path.GetExtension(context.item.descriptor.info);
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if (ext == ".prefab")
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result = URP2DConverterUtility.UpgradePrefab(context.item.descriptor.info, UpgradeGameObject);
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else if (ext == ".unity")
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URP2DConverterUtility.UpgradeScene(context.item.descriptor.info, UpgradeGameObject);
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if (result != string.Empty)
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{
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context.didFail = true;
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context.info = result;
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}
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else
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{
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context.hasConverted = true;
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}
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}
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public override void OnClicked(int index)
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{
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EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(m_AssetsToConvert[index]));
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}
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public override void OnPostRun()
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{
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Resources.UnloadUnusedAssets();
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}
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}
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}
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