Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Editor/UniversalSpeedTree8MaterialUpgrader.cs
2024-08-26 23:07:20 +03:00

45 lines
1.6 KiB
C#

using System;
using UnityEngine.Rendering.Universal;
using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEditor.Rendering.Universal
{
class UniversalSpeedTree8Upgrader : SpeedTree8MaterialUpgrader
{
internal UniversalSpeedTree8Upgrader(string oldShaderName)
: base(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SpeedTree8), UniversalSpeedTree8MaterialFinalizer)
{
RenameFloat("_TwoSided", Property.CullMode);
}
static public void UniversalSpeedTree8MaterialFinalizer(Material mat)
{
SpeedTree8MaterialFinalizer(mat);
if (mat.HasFloat("_TwoSided"))
mat.SetFloat(Property.CullMode, mat.GetFloat("_TwoSided"));
Unity.Rendering.Universal.ShaderUtils.UpdateMaterial(mat,
Unity.Rendering.Universal.ShaderUtils.MaterialUpdateType.CreatedNewMaterial,
Unity.Rendering.Universal.ShaderUtils.ShaderID.SpeedTree8);
}
}
class UniversalSpeedTree8PostProcessor : AssetPostprocessor
{
void OnPostprocessSpeedTree(GameObject speedTree)
{
context.DependsOnCustomDependency("srp/default-pipeline");
if (RenderPipelineManager.currentPipeline is UniversalRenderPipeline)
{
SpeedTreeImporter stImporter = assetImporter as SpeedTreeImporter;
if(stImporter.isV8)
{
SpeedTree8MaterialUpgrader.PostprocessSpeedTree8Materials(speedTree, stImporter, UniversalSpeedTree8Upgrader.UniversalSpeedTree8MaterialFinalizer);
}
}
}
}
}