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1 | 1 | using System.Collections.Generic; |
2 | | -using UnityEditor.Experimental.Rendering; |
3 | | -using UnityEditor; |
4 | 2 |
|
5 | | -public class LegacyShadersToLowEndUpgrader |
| 3 | +namespace UnityEditor.Experimental.Rendering.LowendMobile |
6 | 4 | { |
7 | | - [MenuItem("RenderPipeline/LowEndMobilePipeline/Material Upgraders/Upgrade Legacy Materials to LowEndMobile - Project", false, 3)] |
8 | | - public static void UpgradeMaterialsToLDProject() |
| 5 | + public class LegacyShadersToLowEndUpgrader |
9 | 6 | { |
10 | | - List<MaterialUpgrader> materialUpgraders = new List<MaterialUpgrader>(); |
11 | | - GetUpgraders(ref materialUpgraders); |
| 7 | + [MenuItem("RenderPipeline/LowEndMobilePipeline/Material Upgraders/Upgrade Legacy Materials to LowEndMobile - Project", false, 3)] |
| 8 | + public static void UpgradeMaterialsToLDProject() |
| 9 | + { |
| 10 | + List<MaterialUpgrader> materialUpgraders = new List<MaterialUpgrader>(); |
| 11 | + GetUpgraders(ref materialUpgraders); |
12 | 12 |
|
13 | | - MaterialUpgrader.UpgradeProjectFolder(materialUpgraders, "Upgrade to LD Materials"); |
14 | | - } |
| 13 | + MaterialUpgrader.UpgradeProjectFolder(materialUpgraders, "Upgrade to LD Materials"); |
| 14 | + } |
15 | 15 |
|
16 | | - [MenuItem("RenderPipeline/LowEndMobilePipeline/Material Upgraders/Upgrade Legacy Materials to LowEndMobile - Selection", false, 4)] |
17 | | - public static void UpgradeMaterialsToLDSelection() |
18 | | - { |
19 | | - List<MaterialUpgrader> materialUpgraders = new List<MaterialUpgrader>(); |
20 | | - GetUpgraders(ref materialUpgraders); |
| 16 | + [MenuItem("RenderPipeline/LowEndMobilePipeline/Material Upgraders/Upgrade Legacy Materials to LowEndMobile - Selection", false, 4)] |
| 17 | + public static void UpgradeMaterialsToLDSelection() |
| 18 | + { |
| 19 | + List<MaterialUpgrader> materialUpgraders = new List<MaterialUpgrader>(); |
| 20 | + GetUpgraders(ref materialUpgraders); |
21 | 21 |
|
22 | | - MaterialUpgrader.UpgradeSelection(materialUpgraders, "Upgrade to LD Materials"); |
23 | | - } |
| 22 | + MaterialUpgrader.UpgradeSelection(materialUpgraders, "Upgrade to LD Materials"); |
| 23 | + } |
24 | 24 |
|
25 | | - // TODO: Replace this logic with AssignNewShaderToMaterial |
26 | | - private static void GetUpgraders(ref List<MaterialUpgrader> materialUpgraders) |
27 | | - { |
28 | | - ///////////////////////////////////// |
29 | | - // Legacy Shaders upgraders / |
30 | | - ///////////////////////////////////// |
31 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Lmegacy Shaders/Diffuse")); |
32 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Specular")); |
33 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Bumped Diffuse")); |
34 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Bumped Specular")); |
| 25 | + private static void GetUpgraders(ref List<MaterialUpgrader> materialUpgraders) |
| 26 | + { |
| 27 | + ///////////////////////////////////// |
| 28 | + // Legacy Shaders upgraders / |
| 29 | + ///////////////////////////////////// |
| 30 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Diffuse", SupportedUpgradeParams.diffuseOpaque)); |
| 31 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Specular", SupportedUpgradeParams.specularOpaque)); |
| 32 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); |
| 33 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Bumped Specular", SupportedUpgradeParams.specularOpaque)); |
35 | 34 |
|
36 | | - // TODO: option to use environment map as texture or use reflection probe |
37 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Bumped Diffuse")); |
38 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Bumped Specular")); |
39 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Diffuse")); |
40 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Specular")); |
| 35 | + // TODO: option to use environment map as texture or use reflection probe |
| 36 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Bumped Diffuse", SupportedUpgradeParams.diffuseCubemap)); |
| 37 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Bumped Specular", SupportedUpgradeParams.specularOpaque)); |
| 38 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Diffuse", SupportedUpgradeParams.diffuseCubemap)); |
| 39 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Specular", SupportedUpgradeParams.specularOpaque)); |
41 | 40 |
|
42 | | - // Self-Illum upgrader |
43 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Diffuse")); |
44 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Bumped Diffuse")); |
45 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Specular")); |
46 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Bumped Specular")); |
| 41 | + // Self-Illum upgrader |
| 42 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Diffuse", SupportedUpgradeParams.diffuseOpaque)); |
| 43 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); |
| 44 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Specular", SupportedUpgradeParams.specularOpaque)); |
| 45 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Bumped Specular", SupportedUpgradeParams.specularOpaque)); |
47 | 46 |
|
48 | | - // Alpha Blended |
49 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Diffuse")); |
50 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Specular")); |
51 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Bumped Diffuse")); |
52 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Bumped Specular")); |
| 47 | + // Alpha Blended |
| 48 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Diffuse", SupportedUpgradeParams.diffuseAlpha)); |
| 49 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Specular", SupportedUpgradeParams.specularAlpha)); |
| 50 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Bumped Diffuse", SupportedUpgradeParams.diffuseAlpha)); |
| 51 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Bumped Specular", SupportedUpgradeParams.specularAlpha)); |
53 | 52 |
|
54 | | - // Cutout |
55 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Diffuse")); |
56 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Specular")); |
57 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Diffuse")); |
58 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Specular")); |
| 53 | + // Cutout |
| 54 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Diffuse", SupportedUpgradeParams.diffuseAlphaCutout)); |
| 55 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Specular", SupportedUpgradeParams.specularAlphaCutout)); |
| 56 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Diffuse", SupportedUpgradeParams.diffuseAlphaCutout)); |
| 57 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Specular", SupportedUpgradeParams.specularAlphaCutout)); |
59 | 58 |
|
60 | | - ///////////////////////////////////// |
61 | | - // Reflective Shader Upgraders / |
62 | | - ///////////////////////////////////// |
63 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Transperant")); |
64 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Reflection Spec")); |
65 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Reflection Spec Transp")); |
| 59 | + ///////////////////////////////////// |
| 60 | + // Reflective Shader Upgraders / |
| 61 | + ///////////////////////////////////// |
| 62 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Transperant", SupportedUpgradeParams.diffuseCubemapAlpha)); |
| 63 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Reflection Spec", SupportedUpgradeParams.specularCubemap)); |
| 64 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Reflection Spec Transp", SupportedUpgradeParams.specularCubemapAlpha)); |
66 | 65 |
|
67 | | - ///////////////////////////////////// |
68 | | - // Mobile Upgraders / |
69 | | - ///////////////////////////////////// |
70 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Diffuse")); |
71 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Specular")); |
72 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Specular(1 Directional Light)")); |
73 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Diffuse")); |
74 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Unlit (Supports Lightmap)")); |
75 | | - materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/VertexLit")); |
| 66 | + ///////////////////////////////////// |
| 67 | + // Mobile Upgraders / |
| 68 | + ///////////////////////////////////// |
| 69 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Diffuse", SupportedUpgradeParams.diffuseOpaque)); |
| 70 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Specular", SupportedUpgradeParams.specularOpaque)); |
| 71 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Specular(1 Directional Light)", SupportedUpgradeParams.specularOpaque)); |
| 72 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); |
| 73 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Unlit (Supports Lightmap)", SupportedUpgradeParams.diffuseOpaque)); |
| 74 | + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/VertexLit", SupportedUpgradeParams.specularOpaque)); |
76 | 75 |
|
77 | | - ///////////////////////////////////// |
78 | | - // Particles / |
79 | | - ///////////////////////////////////// |
80 | | - materialUpgraders.Add(new ParticlesAdditiveUpgrader("Particles/Additive")); |
81 | | - materialUpgraders.Add(new ParticlesAdditiveUpgrader("Mobile/Particles/Additive")); |
82 | | - materialUpgraders.Add(new ParticlesMultiplyUpgrader("Particles/Multiply")); |
83 | | - materialUpgraders.Add(new ParticlesMultiplyUpgrader("Mobile/Particles/Multiply")); |
| 76 | + ///////////////////////////////////// |
| 77 | + // Particles / |
| 78 | + ///////////////////////////////////// |
| 79 | + materialUpgraders.Add(new ParticlesAdditiveUpgrader("Particles/Additive")); |
| 80 | + materialUpgraders.Add(new ParticlesAdditiveUpgrader("Mobile/Particles/Additive")); |
| 81 | + materialUpgraders.Add(new ParticlesMultiplyUpgrader("Particles/Multiply")); |
| 82 | + materialUpgraders.Add(new ParticlesMultiplyUpgrader("Mobile/Particles/Multiply")); |
| 83 | + } |
84 | 84 | } |
85 | 85 | } |
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