using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.Rendering;
namespace UnityEditor.Rendering
{
///
/// Material Upgrader dialog text.
///
public static class DialogText
{
/// Material Upgrader title.
public static readonly string title = "Material Upgrader";
/// Material Upgrader proceed.
public static readonly string proceed = "Proceed";
/// Material Upgrader Ok.
public static readonly string ok = "Ok";
/// Material Upgrader cancel.
public static readonly string cancel = "Cancel";
/// Material Upgrader no selection message.
public static readonly string noSelectionMessage = "You must select at least one material.";
/// Material Upgrader project backup message.
public static readonly string projectBackMessage = "Make sure to have a project backup before proceeding.";
}
///
/// Material Upgrader class.
///
public class MaterialUpgrader
{
///
/// Material Upgrader finalizer delegate.
///
/// Material
public delegate void MaterialFinalizer(Material mat);
string m_OldShader;
string m_NewShader;
private static string[] s_PathsWhiteList = new[]
{
"Hidden/",
"HDRP/",
"Shader Graphs/"
};
///
/// Retrieves path to new shader.
///
public string NewShaderPath
{
get => m_NewShader;
}
MaterialFinalizer m_Finalizer;
Dictionary m_TextureRename = new Dictionary();
Dictionary m_FloatRename = new Dictionary();
Dictionary m_ColorRename = new Dictionary();
Dictionary m_FloatPropertiesToSet = new Dictionary();
Dictionary m_ColorPropertiesToSet = new Dictionary();
List m_TexturesToRemove = new List();
Dictionary m_TexturesToSet = new Dictionary();
class KeywordFloatRename
{
public string keyword;
public string property;
public float setVal, unsetVal;
}
List m_KeywordFloatRename = new List();
///
/// Type of property to rename.
///
public enum MaterialPropertyType
{
/// Texture reference property.
Texture,
/// Float property.
Float,
/// Color property.
Color
}
///
/// Retrieves a collection of renamed parameters of a specific MaterialPropertyType.
///
/// Material Property Type
/// Dictionary of property names to their renamed values.
/// type is not valid.
public IReadOnlyDictionary 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));
}
}
///
/// Upgrade Flags
///
[Flags]
public enum UpgradeFlags
{
/// None.
None = 0,
/// LogErrorOnNonExistingProperty.
LogErrorOnNonExistingProperty = 1,
/// CleanupNonUpgradedProperties.
CleanupNonUpgradedProperties = 2,
/// LogMessageWhenNoUpgraderFound.
LogMessageWhenNoUpgraderFound = 4
}
///
/// Upgrade method.
///
/// Material to upgrade.
/// Upgrade flag
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
///
/// Custom material conversion method.
///
/// Source material.
/// Destination material.
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);
}
}
///
/// Rename shader.
///
/// Old name.
/// New name.
/// Finalizer delegate.
public void RenameShader(string oldName, string newName, MaterialFinalizer finalizer = null)
{
m_OldShader = oldName;
m_NewShader = newName;
m_Finalizer = finalizer;
}
///
/// Rename Texture Parameter.
///
/// Old name.
/// New name.
public void RenameTexture(string oldName, string newName)
{
m_TextureRename[oldName] = newName;
}
///
/// Rename Float Parameter.
///
/// Old name.
/// New name.
public void RenameFloat(string oldName, string newName)
{
m_FloatRename[oldName] = newName;
}
///
/// Rename Color Parameter.
///
/// Old name.
/// New name.
public void RenameColor(string oldName, string newName)
{
m_ColorRename[oldName] = newName;
}
///
/// Remove Texture Parameter.
///
/// Parameter name.
public void RemoveTexture(string name)
{
m_TexturesToRemove.Add(name);
}
///
/// Set float property.
///
/// Property name.
/// Property value.
public void SetFloat(string propertyName, float value)
{
m_FloatPropertiesToSet[propertyName] = value;
}
///
/// Set color property.
///
/// Property name.
/// Property value.
public void SetColor(string propertyName, Color value)
{
m_ColorPropertiesToSet[propertyName] = value;
}
///
/// Set texture property.
///
/// Property name.
/// Property value.
public void SetTexture(string propertyName, Texture value)
{
m_TexturesToSet[propertyName] = value;
}
///
/// Rename a keyword to float.
///
/// Old name.
/// New name.
/// Value when set.
/// Value when unset.
public void RenameKeywordToFloat(string oldName, string newName, float setVal, float unsetVal)
{
m_KeywordFloatRename.Add(new KeywordFloatRename { keyword = oldName, property = newName, setVal = setVal, unsetVal = unsetVal });
}
static MaterialUpgrader GetUpgrader(List 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();
}
///
/// Checking if the passed in value is a path to a Material.
///
/// Material to check.
/// HashSet of strings to ignore.
/// Returns true if the passed in material's shader is not in the passed in ignore list.
static bool ShouldUpgradeShader(Material material, HashSet shaderNamesToIgnore)
{
if (material == null)
return false;
if (material.shader == null)
return false;
return !shaderNamesToIgnore.Contains(material.shader.name);
}
private static bool IsNotAutomaticallyUpgradable(List upgraders, Material material)
{
return GetUpgrader(upgraders, material) == null && !material.shader.name.ContainsAny(s_PathsWhiteList);
}
///
/// Checking if project folder contains any materials that are not using built-in shaders.
///
/// List if MaterialUpgraders
/// Returns true if at least one material uses a non-built-in shader (ignores Hidden, HDRP and Shader Graph Shaders)
public static bool ProjectFolderContainsNonBuiltinMaterials(List upgraders)
{
foreach (var material in AssetDatabaseHelper.FindAssets(".mat"))
{
if(IsNotAutomaticallyUpgradable(upgraders, material))
return true;
}
return false;
}
///
/// Upgrade the project folder.
///
/// List of upgraders.
/// Name of the progress bar.
/// Material Upgrader flags.
public static void UpgradeProjectFolder(List upgraders, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
{
HashSet shaderNamesToIgnore = new HashSet();
UpgradeProjectFolder(upgraders, shaderNamesToIgnore, progressBarName, flags);
}
///
/// Upgrade the project folder.
///
/// List of upgraders.
/// Set of shader names to ignore.
/// Name of the progress bar.
/// Material Upgrader flags.
public static void UpgradeProjectFolder(List upgraders, HashSet 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;
foreach (var guid in materialAssets)
{
Material material = AssetDatabase.LoadAssetAtPath(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;
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();
}
///
/// Upgrade a material.
///
/// Material to upgrade.
/// Material upgrader.
/// Material Upgrader flags.
public static void Upgrade(Material material, MaterialUpgrader upgrader, UpgradeFlags flags)
{
using (ListPool.Get(out List upgraders))
{
upgraders.Add(upgrader);
Upgrade(material, upgraders, flags);
}
}
///
/// Upgrade a material.
///
/// Material to upgrade.
/// List of Material upgraders.
/// Material Upgrader flags.
public static void Upgrade(Material material, List upgraders, UpgradeFlags flags)
{
string message = string.Empty;
if (Upgrade(material, upgraders, flags, ref message))
return;
if (!string.IsNullOrEmpty(message))
{
Debug.Log(message);
}
}
///
/// Upgrade a material.
///
/// Material to upgrade.
/// List of Material upgraders.
/// Material upgrader flags.
/// Error message to be outputted when no material upgraders are suitable for given material if the flags is used.
/// Returns true if the upgrader was found for the passed in material.
public static bool Upgrade(Material material, List 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;
}
///
/// Upgrade the selection.
///
/// List of upgraders.
/// Name of the progress bar.
/// Material Upgrader flags.
public static void UpgradeSelection(List upgraders, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
{
HashSet shaderNamesToIgnore = new HashSet();
UpgradeSelection(upgraders, shaderNamesToIgnore, progressBarName, flags);
}
///
/// Upgrade the selection.
///
/// List of upgraders.
/// Set of shader names to ignore.
/// Name of the progress bar.
/// Material Upgrader flags.
public static void UpgradeSelection(List upgraders, HashSet shaderNamesToIgnore, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
{
var selection = Selection.objects;
if (selection == null)
{
EditorUtility.DisplayDialog(DialogText.title, DialogText.noSelectionMessage, DialogText.ok);
return;
}
List selectedMaterials = new List(selection.Length);
for (int i = 0; i < selection.Length; ++i)
{
Material mat = selection[i] as Material;
if (mat != null)
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();
}
}
}