296 lines
12 KiB
C#
296 lines
12 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;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Object = UnityEngine.Object;
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namespace UnityEditor.Rendering.Universal.Converters
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{
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enum IdentifierType { kNullIdentifier = 0, kImportedAsset = 1, kSceneObject = 2, kSourceAsset = 3, kBuiltInAsset = 4 };
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internal static class ReadonlyMaterialMap
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{
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public static readonly Dictionary<string, string> Map = new Dictionary<string, string>
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{
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{"Default-Diffuse", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat"},
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{"Default-Material", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat"},
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{"Default-ParticleSystem", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/ParticlesUnlit.mat"},
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{"Default-Particle", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/ParticlesUnlit.mat"},
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{"Default-Terrain-Diffuse", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/TerrainLit.mat"},
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{"Default-Terrain-Specular", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/TerrainLit.mat"},
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{"Default-Terrain-Standard", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/TerrainLit.mat"},
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{"Sprites-Default", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Sprite-Unlit-Default.mat"},
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{"Sprites-Mask", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Sprite-Unlit-Default.mat"},
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{"SpatialMappingOcclusion", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/SpatialMappingOcclusion.mat"},
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{"SpatialMappingWireframe", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/SpatialMappingWireframe.mat"},
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// TODO: These currently render in URP, but they are using BIRP shaders. Create a task to convert these.
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// {"Default UI Material", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat"},
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// {"ETC1 Supported UI Material", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat"},
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// {"Default-Line", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat"},
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// {"Default-Skybox", "Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat"},
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};
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}
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internal class ReadonlyMaterialConverter : RenderPipelineConverter
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{
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public override string name => "Readonly Material Converter";
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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.";
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public override Type container => typeof(BuiltInToURPConverterContainer);
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public override bool needsIndexing => true;
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List<string> guids = new List<string>();
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public override void OnInitialize(InitializeConverterContext ctx, Action callback)
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{
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var context = Search.SearchService.CreateContext("asset", "urp:convert-readonly");
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Search.SearchService.Request(context, (c, items) =>
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{
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// we're going to do this step twice in order to get them ordered, but it should be fast
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var orderedRequest = items.OrderBy(req =>
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{
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GlobalObjectId.TryParse(req.id, out var gid);
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return gid.assetGUID;
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});
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foreach (var r in orderedRequest)
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{
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if (r == null || !GlobalObjectId.TryParse(r.id, out var gid))
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{
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continue;
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}
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var label = r.provider.fetchLabel(r, r.context);
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var description = r.provider.fetchDescription(r, r.context);
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var item = new ConverterItemDescriptor()
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{
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name = description.Split('/').Last().Split('.').First(),
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info = $"{label}",
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};
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guids.Add(gid.ToString());
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ctx.AddAssetToConvert(item);
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}
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callback.Invoke();
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});
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context?.Dispose();
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}
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public override void OnRun(ref RunItemContext ctx)
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{
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var obj = LoadObject(ref ctx);
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var result = true;
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var errorString = new StringBuilder();
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if (obj != null)
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{
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var materials = MaterialReferenceBuilder.GetMaterialsFromObject(obj);
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foreach (var material in materials)
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{
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if (material == null)
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{
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continue;
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}
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// there might be multiple materials on this object, we only care about the ones we explicitly try to remap that fail
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if (!MaterialReferenceBuilder.GetIsReadonlyMaterial(material)) continue;
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if (!ReadonlyMaterialMap.Map.ContainsKey(material.name)) continue;
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if (!ReassignMaterial(obj, material.name, ReadonlyMaterialMap.Map[material.name]))
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{
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result = false;
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errorString.AppendLine($"Material {material.name} failed to be reassigned");
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}
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}
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}
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else
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{
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result = false;
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errorString.AppendLine($"Object {ctx.item.descriptor.name} could not be loaded");
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}
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if (!result)
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{
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ctx.didFail = true;
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ctx.info = errorString.ToString();
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}
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else
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{
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// make sure the changes get saved
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EditorUtility.SetDirty(obj);
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var currentScene = SceneManager.GetActiveScene();
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EditorSceneManager.SaveScene(currentScene);
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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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if (GlobalObjectId.TryParse(guids[index], out var gid))
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{
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var containerPath = AssetDatabase.GUIDToAssetPath(gid.assetGUID);
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EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath<Object>(containerPath));
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}
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}
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private static bool ReassignMaterial(Object obj, string oldMaterialName, string newMaterialPath)
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{
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var result = true;
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// do the reflection to make sure we get the right material reference
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if (obj is GameObject go)
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{
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foreach (var key in MaterialReferenceBuilder.GetComponentTypes())
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{
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var components = go.GetComponentsInChildren(key);
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foreach (var component in components)
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{
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result &= ReassignMaterialOnComponentOrObject(component,
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oldMaterialName,
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newMaterialPath);
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}
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}
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}
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else
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{
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result &= ReassignMaterialOnComponentOrObject(obj,
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oldMaterialName,
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newMaterialPath);
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}
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return result;
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}
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private static bool ReassignMaterialOnComponentOrObject(Object obj,
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string oldMaterialName,
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string newMaterialPath)
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{
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var result = true;
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var materialProperties = obj.GetType().GetMaterialPropertiesWithoutLeaking();
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foreach (var property in materialProperties)
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{
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var materialValue = property.GetGetMethod().GetMaterialFromMethod(obj, (methodName, objectName) =>
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$"The method {methodName} was not found on {objectName}. Ignoring this property.");
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if (materialValue is Material material)
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{
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if (material.name.Equals(oldMaterialName, StringComparison.OrdinalIgnoreCase))
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{
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var newMaterial = AssetDatabase.LoadAssetAtPath<Material>(newMaterialPath);
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if (newMaterial != null)
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{
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var setMethod = property.GetSetMethod();
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if (setMethod != null)
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{
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setMethod.Invoke(obj, new object[] { newMaterial });
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}
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else
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{
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// failed to set the material from the SetMethod
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result = false;
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}
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}
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else
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{
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// a material we expected to exist does not
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result = false;
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}
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}
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}
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else if (materialValue is Material[] materialList)
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{
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for (int i = 0; i < materialList.Length; i++)
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{
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var mat = materialList[i];
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if (mat == null)
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{
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continue;
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}
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if (mat.name.Equals(oldMaterialName, StringComparison.OrdinalIgnoreCase))
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{
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var newMaterial = AssetDatabase.LoadAssetAtPath<Material>(newMaterialPath);
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if (newMaterial != null)
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{
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materialList[i] = newMaterial;
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}
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else
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{
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// a material we expected to exist does not
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result = false;
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}
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}
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}
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var setMethod = property.GetSetMethod();
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if (setMethod != null)
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{
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setMethod.Invoke(obj, new object[] { materialList });
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}
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else
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{
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// failed to set the material from the SetMethod
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result = false;
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}
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}
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}
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return result;
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}
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private Object LoadObject(ref RunItemContext ctx)
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{
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var item = ctx.item;
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var guid = guids[item.index];
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if (GlobalObjectId.TryParse(guid, out var gid))
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{
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var obj = GlobalObjectId.GlobalObjectIdentifierToObjectSlow(gid);
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if (!obj)
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{
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// Open container scene
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if (gid.identifierType == (int)IdentifierType.kSceneObject)
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{
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var containerPath = AssetDatabase.GUIDToAssetPath(gid.assetGUID);
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var mainInstanceID = AssetDatabase.LoadAssetAtPath<Object>(containerPath);
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AssetDatabase.OpenAsset(mainInstanceID);
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// if we have a prefab open, then we already have the object we need to update
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var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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if (prefabStage != null)
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{
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obj = mainInstanceID;
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}
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// Reload object if it is still null
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if (obj == null)
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{
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obj = GlobalObjectId.GlobalObjectIdentifierToObjectSlow(gid);
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if (!obj)
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{
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ctx.didFail = true;
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ctx.info = $"Object {gid.assetGUID} failed to load...";
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}
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}
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}
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}
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return obj;
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}
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ctx.didFail = true;
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ctx.info = $"Failed to parse Global ID {item.descriptor.info}...";
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return null;
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}
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}
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}
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