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MaterialUpgrader.cs
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664 lines (569 loc) · 25.7 KB
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using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.Rendering;
using System.Text;
namespace UnityEditor.Rendering
{
/// <summary>
/// Material Upgrader dialog text.
/// </summary>
public static class DialogText
{
/// <summary>Material Upgrader title.</summary>
public static readonly string title = "Material Upgrader";
/// <summary>Material Upgrader proceed.</summary>
public static readonly string proceed = "Proceed";
/// <summary>Material Upgrader Ok.</summary>
public static readonly string ok = "Ok";
/// <summary>Material Upgrader cancel.</summary>
public static readonly string cancel = "Cancel";
/// <summary>Material Upgrader no selection message.</summary>
public static readonly string noSelectionMessage = "You must select at least one material.";
/// <summary>Material Upgrader project backup message.</summary>
public static readonly string projectBackMessage = "Make sure to have a project backup before proceeding.";
}
/// <summary>
/// Material Upgrader class.
/// </summary>
public class MaterialUpgrader
{
/// <summary>
/// Material Upgrader finalizer delegate.
/// </summary>
/// <param name="mat">Material</param>
public delegate void MaterialFinalizer(Material mat);
string m_OldShader;
string m_NewShader;
private static string[] s_PathsWhiteList = new[]
{
"Hidden/",
"HDRP/",
"Shader Graphs/"
};
/// <summary>
/// Retrieves path to new shader.
/// </summary>
public string NewShaderPath
{
get => m_NewShader;
}
MaterialFinalizer m_Finalizer;
Dictionary<string, string> m_TextureRename = new Dictionary<string, string>();
Dictionary<string, string> m_FloatRename = new Dictionary<string, string>();
Dictionary<string, string> m_ColorRename = new Dictionary<string, string>();
Dictionary<string, float> m_FloatPropertiesToSet = new Dictionary<string, float>();
Dictionary<string, Color> m_ColorPropertiesToSet = new Dictionary<string, Color>();
List<string> m_TexturesToRemove = new List<string>();
Dictionary<string, Texture> m_TexturesToSet = new Dictionary<string, Texture>();
class KeywordFloatRename
{
public string keyword;
public string property;
public float setVal, unsetVal;
}
List<KeywordFloatRename> m_KeywordFloatRename = new List<KeywordFloatRename>();
Dictionary<string, (string, System.Func<float, bool>)> m_ConditionalFloatRename;
/// <summary>
/// Type of property to rename.
/// </summary>
public enum MaterialPropertyType
{
/// <summary>Texture reference property.</summary>
Texture,
/// <summary>Float property.</summary>
Float,
/// <summary>Color property.</summary>
Color
}
/// <summary>
/// Retrieves a collection of renamed parameters of a specific MaterialPropertyType.
/// </summary>
/// <param name="type">Material Property Type</param>
/// <returns>Dictionary of property names to their renamed values.</returns>
/// <exception cref="ArgumentException">type is not valid.</exception>
public IReadOnlyDictionary<string, string> GetPropertyRenameMap(MaterialPropertyType type)
{
switch (type)
{
case MaterialPropertyType.Texture: return m_TextureRename;
case MaterialPropertyType.Float: return m_FloatRename;
case MaterialPropertyType.Color: return m_ColorRename;
default: throw new ArgumentException(nameof(type));
}
}
/// <summary>
/// Upgrade Flags
/// </summary>
[Flags]
public enum UpgradeFlags
{
/// <summary>None.</summary>
None = 0,
/// <summary>LogErrorOnNonExistingProperty.</summary>
LogErrorOnNonExistingProperty = 1,
/// <summary>CleanupNonUpgradedProperties.</summary>
CleanupNonUpgradedProperties = 2,
/// <summary>LogMessageWhenNoUpgraderFound.</summary>
LogMessageWhenNoUpgraderFound = 4
}
/// <summary>
/// Upgrade method.
/// </summary>
/// <param name="material">Material to upgrade.</param>
/// <param name="flags">Upgrade flag</param>
public void Upgrade(Material material, UpgradeFlags flags)
{
Material newMaterial;
if ((flags & UpgradeFlags.CleanupNonUpgradedProperties) != 0)
{
newMaterial = new Material(Shader.Find(m_NewShader));
}
else
{
newMaterial = UnityEngine.Object.Instantiate(material) as Material;
newMaterial.shader = Shader.Find(m_NewShader);
}
Convert(material, newMaterial);
material.shader = Shader.Find(m_NewShader);
material.CopyPropertiesFromMaterial(newMaterial);
UnityEngine.Object.DestroyImmediate(newMaterial);
if (m_Finalizer != null)
m_Finalizer(material);
}
// Overridable function to implement custom material upgrading functionality
/// <summary>
/// Custom material conversion method.
/// </summary>
/// <param name="srcMaterial">Source material.</param>
/// <param name="dstMaterial">Destination material.</param>
public virtual void Convert(Material srcMaterial, Material dstMaterial)
{
foreach (var t in m_TextureRename)
{
if (!srcMaterial.HasProperty(t.Key) || !dstMaterial.HasProperty(t.Value))
continue;
dstMaterial.SetTextureScale(t.Value, srcMaterial.GetTextureScale(t.Key));
dstMaterial.SetTextureOffset(t.Value, srcMaterial.GetTextureOffset(t.Key));
dstMaterial.SetTexture(t.Value, srcMaterial.GetTexture(t.Key));
}
foreach (var t in m_FloatRename)
{
if (!srcMaterial.HasProperty(t.Key) || !dstMaterial.HasProperty(t.Value))
continue;
dstMaterial.SetFloat(t.Value, srcMaterial.GetFloat(t.Key));
}
foreach (var t in m_ColorRename)
{
if (!srcMaterial.HasProperty(t.Key) || !dstMaterial.HasProperty(t.Value))
continue;
dstMaterial.SetColor(t.Value, srcMaterial.GetColor(t.Key));
}
foreach (var prop in m_TexturesToRemove)
{
if (!dstMaterial.HasProperty(prop))
continue;
dstMaterial.SetTexture(prop, null);
}
foreach (var prop in m_TexturesToSet)
{
if (!dstMaterial.HasProperty(prop.Key))
continue;
dstMaterial.SetTexture(prop.Key, prop.Value);
}
foreach (var prop in m_FloatPropertiesToSet)
{
if (!dstMaterial.HasProperty(prop.Key))
continue;
dstMaterial.SetFloat(prop.Key, prop.Value);
}
foreach (var prop in m_ColorPropertiesToSet)
{
if (!dstMaterial.HasProperty(prop.Key))
continue;
dstMaterial.SetColor(prop.Key, prop.Value);
}
foreach (var t in m_KeywordFloatRename)
{
if (!dstMaterial.HasProperty(t.property))
continue;
dstMaterial.SetFloat(t.property, srcMaterial.IsKeywordEnabled(t.keyword) ? t.setVal : t.unsetVal);
}
// Handle conditional float renaming
if (m_ConditionalFloatRename != null)
{
foreach (var (oldName, (newName, condition)) in m_ConditionalFloatRename)
{
if (srcMaterial.HasProperty(oldName) &&
condition(srcMaterial.GetFloat(oldName)) &&
dstMaterial.HasProperty(newName))
{
dstMaterial.SetFloat(newName, 1.0f);
}
}
}
}
/// <summary>
/// Rename shader.
/// </summary>
/// <param name="oldName">Old name.</param>
/// <param name="newName">New name.</param>
/// <param name="finalizer">Finalizer delegate.</param>
public void RenameShader(string oldName, string newName, MaterialFinalizer finalizer = null)
{
m_OldShader = oldName;
m_NewShader = newName;
m_Finalizer = finalizer;
}
/// <summary>
/// Rename Texture Parameter.
/// </summary>
/// <param name="oldName">Old name.</param>
/// <param name="newName">New name.</param>
public void RenameTexture(string oldName, string newName)
{
m_TextureRename[oldName] = newName;
}
/// <summary>
/// Rename Float Parameter.
/// </summary>
/// <param name="oldName">Old name.</param>
/// <param name="newName">New name.</param>
public void RenameFloat(string oldName, string newName)
{
m_FloatRename[oldName] = newName;
}
/// <summary>
/// Rename Color Parameter.
/// </summary>
/// <param name="oldName">Old name.</param>
/// <param name="newName">New name.</param>
public void RenameColor(string oldName, string newName)
{
m_ColorRename[oldName] = newName;
}
/// <summary>
/// Remove Texture Parameter.
/// </summary>
/// <param name="name">Parameter name.</param>
public void RemoveTexture(string name)
{
m_TexturesToRemove.Add(name);
}
/// <summary>
/// Set float property.
/// </summary>
/// <param name="propertyName">Property name.</param>
/// <param name="value">Property value.</param>
public void SetFloat(string propertyName, float value)
{
m_FloatPropertiesToSet[propertyName] = value;
}
/// <summary>
/// Set color property.
/// </summary>
/// <param name="propertyName">Property name.</param>
/// <param name="value">Property value.</param>
public void SetColor(string propertyName, Color value)
{
m_ColorPropertiesToSet[propertyName] = value;
}
/// <summary>
/// Set texture property.
/// </summary>
/// <param name="propertyName">Property name.</param>
/// <param name="value">Property value.</param>
public void SetTexture(string propertyName, Texture value)
{
m_TexturesToSet[propertyName] = value;
}
/// <summary>
/// Rename a keyword to float.
/// </summary>
/// <param name="oldName">Old name.</param>
/// <param name="newName">New name.</param>
/// <param name="setVal">Value when set.</param>
/// <param name="unsetVal">Value when unset.</param>
public void RenameKeywordToFloat(string oldName, string newName, float setVal, float unsetVal)
{
m_KeywordFloatRename.Add(new KeywordFloatRename { keyword = oldName, property = newName, setVal = setVal, unsetVal = unsetVal });
}
/// <summary>
/// Rename a float property conditionally based on its value
/// </summary>
/// <param name="oldName">Old property name</param>
/// <param name="newName">New property name</param>
/// <param name="condition">Condition function that takes the float value and returns true if renaming should occur</param>
protected void RenameFloat(string oldName, string newName, System.Func<float, bool> condition)
{
(m_ConditionalFloatRename ??= new Dictionary<string, (string, System.Func<float, bool>)>())[oldName] = (newName, condition);
}
static MaterialUpgrader GetUpgrader(List<MaterialUpgrader> upgraders, Material material)
{
if (material == null || material.shader == null)
return null;
string shaderName = material.shader.name;
for (int i = 0; i != upgraders.Count; i++)
{
if (upgraders[i].m_OldShader == shaderName)
return upgraders[i];
}
return null;
}
//@TODO: Only do this when it exceeds memory consumption...
static void SaveAssetsAndFreeMemory()
{
AssetDatabase.SaveAssets();
GC.Collect();
EditorUtility.UnloadUnusedAssetsImmediate();
AssetDatabase.Refresh();
}
/// <summary>
/// Checking if the passed in value is a path to a Material.
/// </summary>
/// <param name="material">Material to check.</param>
/// <param name="shaderNamesToIgnore">HashSet of strings to ignore.</param>
/// <return>Returns true if the passed in material's shader is not in the passed in ignore list.</return>
static bool ShouldUpgradeShader(Material material, HashSet<string> shaderNamesToIgnore)
{
if (material == null)
return false;
if (material.shader == null)
return false;
return !shaderNamesToIgnore.Contains(material.shader.name);
}
/// <summary>
/// Check if the materials in the list are variants of upgradable materials, and logs a infomative message to the user..
/// </summary>
/// <param name="materialGUIDs">Array of materials GUIDs.</param>
/// <param name="upgraders">List or available upgraders.</param>
static void LogMaterialVariantMessage(string[] materialGUIDs, List<MaterialUpgrader> upgraders)
{
List<Material> materials = new List<Material>();
foreach (var guid in materialGUIDs)
materials.Add(AssetDatabase.LoadAssetAtPath<Material>(AssetDatabase.GUIDToAssetPath(guid)));
LogMaterialVariantMessage(materials, upgraders);
}
/// <summary>
/// Check if the materials in the list are variants of upgradable materials, and logs a infomative message to the user..
/// </summary>
/// <param name="objects">Array of objects.</param>
/// <param name="upgraders">List or available upgraders.</param>
static void LogMaterialVariantMessage(UnityEngine.Object[] objects, List<MaterialUpgrader> upgraders)
{
Material mat;
List<Material> materials = new List<Material>();
for (int i = 0; i<objects.Length; i++)
{
mat = objects[i] as Material;
if (mat != null)
materials.Add(mat);
}
LogMaterialVariantMessage(materials, upgraders);
}
/// <summary>
/// Check if the materials in the list are variants of upgradable materials, and logs a infomative message to the user..
/// </summary>
/// <param name="materials">List of materials.</param>
/// <param name="upgraders">List or available upgraders.</param>
static void LogMaterialVariantMessage(List<Material> materials, List<MaterialUpgrader> upgraders)
{
StringBuilder sb = new StringBuilder();
sb.AppendLine("Can not upgrade Material Variants, the following assets were skipped:");
bool needsLogging = false;
Material rootMaterial;
foreach (Material material in materials)
{
if (material.isVariant)
{
rootMaterial = material;
while (rootMaterial.isVariant)
rootMaterial = rootMaterial.parent;
if (GetUpgrader(upgraders, rootMaterial) != null)
{
needsLogging = true;
sb.AppendLine($"- <a href=\"{AssetDatabase.GetAssetPath(material)}\" >{material.name}</a>, variant of {material.parent.name} with shader {rootMaterial.shader.name}.");
}
}
}
if (needsLogging)
Debug.Log(sb.ToString(), null);
}
private static bool IsNotAutomaticallyUpgradable(List<MaterialUpgrader> upgraders, Material material)
{
return GetUpgrader(upgraders, material) == null && !material.shader.name.ContainsAny(s_PathsWhiteList);
}
/// <summary>
/// Checking if project folder contains any materials that are not using built-in shaders.
/// </summary>
/// <param name="upgraders">List if MaterialUpgraders</param>
/// <returns>Returns true if at least one material uses a non-built-in shader (ignores Hidden, HDRP and Shader Graph Shaders)</returns>
public static bool ProjectFolderContainsNonBuiltinMaterials(List<MaterialUpgrader> upgraders)
{
foreach (var material in AssetDatabaseHelper.FindAssets<Material>(".mat"))
{
if(IsNotAutomaticallyUpgradable(upgraders, material))
return true;
}
return false;
}
/// <summary>
/// Upgrade the project folder.
/// </summary>
/// <param name="upgraders">List of upgraders.</param>
/// <param name="progressBarName">Name of the progress bar.</param>
/// <param name="flags">Material Upgrader flags.</param>
public static void UpgradeProjectFolder(List<MaterialUpgrader> upgraders, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
{
HashSet<string> shaderNamesToIgnore = new HashSet<string>();
UpgradeProjectFolder(upgraders, shaderNamesToIgnore, progressBarName, flags);
}
/// <summary>
/// Upgrade the project folder.
/// </summary>
/// <param name="upgraders">List of upgraders.</param>
/// <param name="shaderNamesToIgnore">Set of shader names to ignore.</param>
/// <param name="progressBarName">Name of the progress bar.</param>
/// <param name="flags">Material Upgrader flags.</param>
public static void UpgradeProjectFolder(List<MaterialUpgrader> upgraders, HashSet<string> shaderNamesToIgnore, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
{
if ((!Application.isBatchMode) && (!EditorUtility.DisplayDialog(DialogText.title, "The upgrade will overwrite materials in your project. " + DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel)))
return;
var materialAssets = AssetDatabase.FindAssets($"t:{nameof(Material)} glob:\"**/*.mat\"");
int materialIndex = 0;
LogMaterialVariantMessage(materialAssets, upgraders);
foreach (var guid in materialAssets)
{
Material material = AssetDatabase.LoadAssetAtPath<Material>(AssetDatabase.GUIDToAssetPath(guid));
materialIndex++;
if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", materialIndex, materialAssets.Length, material), (float)materialIndex / (float)materialAssets.Length))
break;
if (!ShouldUpgradeShader(material, shaderNamesToIgnore))
continue;
if (material.isVariant)
continue;
Upgrade(material, upgraders, flags);
}
// Upgrade terrain specifically since it is a builtin material
if (Terrain.activeTerrains.Length > 0)
{
Material terrainMat = Terrain.activeTerrain.materialTemplate;
Upgrade(terrainMat, upgraders, flags);
}
UnityEditor.EditorUtility.ClearProgressBar();
}
/// <summary>
/// Upgrade a material.
/// </summary>
/// <param name="material">Material to upgrade.</param>
/// <param name="upgrader">Material upgrader.</param>
/// <param name="flags">Material Upgrader flags.</param>
public static void Upgrade(Material material, MaterialUpgrader upgrader, UpgradeFlags flags)
{
using (ListPool<MaterialUpgrader>.Get(out List<MaterialUpgrader> upgraders))
{
upgraders.Add(upgrader);
Upgrade(material, upgraders, flags);
}
}
/// <summary>
/// Upgrade a material.
/// </summary>
/// <param name="material">Material to upgrade.</param>
/// <param name="upgraders">List of Material upgraders.</param>
/// <param name="flags">Material Upgrader flags.</param>
public static void Upgrade(Material material, List<MaterialUpgrader> upgraders, UpgradeFlags flags)
{
string message = string.Empty;
if (Upgrade(material, upgraders, flags, ref message))
return;
if (!string.IsNullOrEmpty(message))
{
Debug.Log(message);
}
}
/// <summary>
/// Upgrade a material.
/// </summary>
/// <param name="material">Material to upgrade.</param>
/// <param name="upgraders">List of Material upgraders.</param>
/// <param name="flags">Material upgrader flags.</param>
/// <param name="message">Error message to be outputted when no material upgraders are suitable for given material if the flags <see cref="UpgradeFlags.LogMessageWhenNoUpgraderFound"/> is used.</param>
/// <returns>Returns true if the upgrader was found for the passed in material.</returns>
public static bool Upgrade(Material material, List<MaterialUpgrader> upgraders, UpgradeFlags flags, ref string message)
{
if (material == null)
return false;
var upgrader = GetUpgrader(upgraders, material);
if (upgrader != null)
{
upgrader.Upgrade(material, flags);
return true;
}
if ((flags & UpgradeFlags.LogMessageWhenNoUpgraderFound) == UpgradeFlags.LogMessageWhenNoUpgraderFound)
{
message =
$"{material.name} material was not upgraded. There's no upgrader to convert {material.shader.name} shader to selected pipeline";
return false;
}
return true;
}
/// <summary>
/// Upgrade the selection.
/// </summary>
/// <param name="upgraders">List of upgraders.</param>
/// <param name="progressBarName">Name of the progress bar.</param>
/// <param name="flags">Material Upgrader flags.</param>
public static void UpgradeSelection(List<MaterialUpgrader> upgraders, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
{
HashSet<string> shaderNamesToIgnore = new HashSet<string>();
UpgradeSelection(upgraders, shaderNamesToIgnore, progressBarName, flags);
}
/// <summary>
/// Upgrade the selection.
/// </summary>
/// <param name="upgraders">List of upgraders.</param>
/// <param name="shaderNamesToIgnore">Set of shader names to ignore.</param>
/// <param name="progressBarName">Name of the progress bar.</param>
/// <param name="flags">Material Upgrader flags.</param>
public static void UpgradeSelection(List<MaterialUpgrader> upgraders, HashSet<string> shaderNamesToIgnore, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
{
var selection = Selection.objects;
if (selection == null)
{
EditorUtility.DisplayDialog(DialogText.title, DialogText.noSelectionMessage, DialogText.ok);
return;
}
List<Material> selectedMaterials = new List<Material>(selection.Length);
LogMaterialVariantMessage(selection, upgraders);
for (int i = 0; i < selection.Length; ++i)
{
Material mat = selection[i] as Material;
if (mat != null && !mat.isVariant)
selectedMaterials.Add(mat);
}
int selectedMaterialsCount = selectedMaterials.Count;
if (selectedMaterialsCount == 0)
{
EditorUtility.DisplayDialog(DialogText.title, DialogText.noSelectionMessage, DialogText.ok);
return;
}
if (!EditorUtility.DisplayDialog(DialogText.title, string.Format("The upgrade will overwrite {0} selected material{1}. ", selectedMaterialsCount, selectedMaterialsCount > 1 ? "s" : "") +
DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel))
return;
string lastMaterialName = "";
for (int i = 0; i < selectedMaterialsCount; i++)
{
if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", i, selectedMaterialsCount, lastMaterialName), (float)i / (float)selectedMaterialsCount))
break;
var material = selectedMaterials[i];
if (!ShouldUpgradeShader(material, shaderNamesToIgnore))
continue;
Upgrade(material, upgraders, flags);
if (material != null)
lastMaterialName = material.name;
}
UnityEditor.EditorUtility.ClearProgressBar();
}
}
}