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RenderPipelineConverterMaterialUpgrader.cs
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164 lines (135 loc) · 5.52 KB
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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Pool;
using static UnityEditor.Rendering.MaterialUpgrader;
namespace UnityEditor.Rendering.Converter
{
[Serializable]
internal class RenderPipelineConverterMaterialUpgraderItem : IRenderPipelineConverterItem
{
public string assetPath { get; }
public List<string> variantsPaths { get; }
public string name { get; }
public string info => assetPath;
public bool isEnabled { get; set; } = true;
public string isDisabledMessage { get; set; } = string.Empty;
public Texture2D icon
{
get
{
var obj = material;
if (obj == null)
return null;
// Try the object's thumbnail/icon
var icon = AssetPreview.GetMiniThumbnail(obj);
if (icon != null) return icon;
// Fallback to type icon
var type = obj.GetType();
icon = EditorGUIUtility.ObjectContent(null, type).image as Texture2D;
return icon;
}
}
public RenderPipelineConverterMaterialUpgraderItem(string shaderPath, string materialPath, List<string> variantsPaths)
{
if (string.IsNullOrEmpty(materialPath))
throw new ArgumentException(nameof(materialPath));
assetPath = materialPath;
this.variantsPaths = variantsPaths;
if (material == null)
throw new ArgumentException($"Unable to load material at path {materialPath}");
name = material.name + " - " + shaderPath;
}
public Material material => AssetDatabase.LoadAssetAtPath<Material>(assetPath);
public IEnumerable<Material> variantMaterials
{
get
{
foreach (var path in variantsPaths)
{
var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
if (mat != null)
yield return mat;
}
}
}
public void OnClicked()
{
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath<Material>(assetPath));
}
}
[Serializable]
internal abstract class RenderPipelineConverterMaterialUpgrader : IRenderPipelineConverter
{
/// <summary>
/// List of material upgraders to use for this converter.
/// </summary>
protected abstract List<MaterialUpgrader> upgraders { get; }
private List<MaterialUpgrader> m_UpgradersCache;
internal List<IRenderPipelineConverterItem> assets = new();
public void Scan(Action<List<IRenderPipelineConverterItem>> onScanFinish)
{
m_UpgradersCache = upgraders;
if (m_UpgradersCache.Count == 0)
{
Debug.Log($"No upgraders specified for this converter ({GetType()}). Skipping Initialization.");
return;
}
var materialsGroupByShader = MaterialFinder.GroupAllMaterialsInProject();
using (HashSetPool<string>.Get(out var destinationShaders))
{
foreach (var upgrader in m_UpgradersCache)
{
destinationShaders.Add(upgrader.NewShaderPath);
}
assets.Clear();
foreach (var kvp in materialsGroupByShader)
{
// This material shader is already on the target pipeline, skip it.
if (destinationShaders.Contains(kvp.Key))
continue;
foreach (var (parent, variants) in kvp.Value)
{
List<string> variantsPaths = new();
foreach (var variant in variants)
{
variantsPaths.Add(AssetDatabase.GetAssetPath(variant));
}
assets.Add(new RenderPipelineConverterMaterialUpgraderItem(kvp.Key,
AssetDatabase.GetAssetPath(parent),
variantsPaths));
}
}
onScanFinish?.Invoke(assets);
}
}
public Status Convert(IRenderPipelineConverterItem item, out string message)
{
if (item is not RenderPipelineConverterMaterialUpgraderItem materialUpgraderItem)
{
message = $"Item is not a {nameof(RenderPipelineConverterMaterialUpgraderItem)}.";
return Status.Error;
}
if (materialUpgraderItem.material == null)
{
message = $"Failed to load material at path {materialUpgraderItem.assetPath}.";
return Status.Error;
}
var upgrader = MaterialUpgrader.GetUpgrader(m_UpgradersCache, materialUpgraderItem.material);
if (upgrader == null)
{
message = $"No upgrader found for shader {materialUpgraderItem.material.shader.name}.";
return Status.Warning;
}
upgrader.Upgrade(materialUpgraderItem.material, UpgradeFlags.None);
foreach (var variant in materialUpgraderItem.variantMaterials)
{
if (variant == null)
continue;
upgrader.Upgrade(variant, UpgradeFlags.None);
}
message = string.Empty;
return Status.Success;
}
}
}