using System.Collections.Generic; using UnityEngine; using System; namespace UnityEditor.Rendering { /// /// Material upgrader and relevant utilities for SpeedTree 8. /// public class SpeedTree8MaterialUpgrader : MaterialUpgrader { private enum WindQuality { None = 0, Fastest, Fast, Better, Best, Palm, Count } private static string[] WindQualityString = { "_WINDQUALITY_NONE", "_WINDQUALITY_FASTEST", "_WINDQUALITY_FAST", "_WINDQUALITY_BETTER", "_WINDQUALITY_BEST", "_WINDQUALITY_PALM" }; /// /// Creates a material upgrader that handles the property renames that HD and Universal have in common when upgrading /// from the built-in SpeedTree 8 shader. /// /// Original SpeedTree8 shader name. /// New SpeedTree 8 shader name. /// A delegate that postprocesses the material for the render pipeline in use. public SpeedTree8MaterialUpgrader(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer = null) { RenameShader(sourceShaderName, destShaderName, finalizer); RenameFloat("_WindQuality", "_WINDQUALITY"); RenameFloat("_TwoSided", "_CullMode"); // Currently only used in HD. Update this once URP per-material cullmode is enabled via shadergraph. } private static void ImportNewSpeedTree8Material(Material mat, int windQuality, bool isBillboard) { int cullmode = 0; mat.SetFloat("_WINDQUALITY", windQuality); if (isBillboard) { mat.EnableKeyword("EFFECT_BILLBOARD"); cullmode = 2; } if (mat.HasProperty("_CullMode")) mat.SetFloat("_CullMode", cullmode); } /// /// Postprocesses materials while you are importing a SpeedTree 8 asset. Call from OnPostprocessSpeedTree in a MaterialPostprocessor. /// /// The GameObject Unity creates from this imported SpeedTree. /// The asset importer used to import this SpeedTree asset. /// Render pipeline-specific material finalizer. public static void PostprocessSpeedTree8Materials(GameObject speedtree, SpeedTreeImporter stImporter, MaterialFinalizer finalizer = null) { LODGroup lg = speedtree.GetComponent(); LOD[] lods = lg.GetLODs(); for (int l = 0; l < lods.Length; l++) { LOD lod = lods[l]; bool isBillboard = stImporter.hasBillboard && (l == lods.Length - 1); int wq = Mathf.Min(stImporter.windQualities[l], stImporter.bestWindQuality); foreach (Renderer r in lod.renderers) { // Override default motion vector generation mode pending // proper motion vector integration in SRPs. r.motionVectorGenerationMode = MotionVectorGenerationMode.Camera; foreach (Material m in r.sharedMaterials) { ImportNewSpeedTree8Material(m, wq, isBillboard); if (finalizer != null) finalizer(m); } } } } /// /// Preserves wind quality and billboard settings while you are upgrading a SpeedTree 8 material from previous versions of SpeedTree 8. /// To determine which WindQuality to use, Unity checks the keywords first and then the _WindQuality float value. /// See SpeedTree in the Unity Manual for the values associated with different WindQuality settings. /// Should work for upgrading versions within a pipeline and from standard to current pipeline. /// /// SpeedTree 8 material to upgrade. public static void SpeedTree8MaterialFinalizer(Material material) { if (material.HasProperty("_TwoSided") && material.HasProperty("_CullMode")) material.SetFloat("_CullMode", material.GetFloat("_TwoSided")); if (material.IsKeywordEnabled("EFFECT_EXTRA_TEX")) material.SetFloat("EFFECT_EXTRA_TEX", 1.0f); bool isBillboard = material.IsKeywordEnabled("EFFECT_BILLBOARD"); if (material.HasProperty("EFFECT_BILLBOARD")) material.SetFloat("EFFECT_BILLBOARD", isBillboard ? 1.0f : 0.0f); UpgradeWindQuality(material); } private static void UpgradeWindQuality(Material material, int windQuality = -1) { int wq = GetWindQuality(material, windQuality); SetWindQuality(material, wq); } private static int GetWindQuality(Material material, int windQuality = -1) { // Conservative wind quality priority: // input WindQuality > enabled keyword > _WindQuality float value if (!WindIntValid(windQuality)) { windQuality = GetWindQualityFromKeywords(material.shaderKeywords); if (!WindIntValid(windQuality)) { windQuality = material.HasProperty("_WindQuality") ? (int)material.GetFloat("_WindQuality") : 0; if (!WindIntValid(windQuality)) windQuality = 0; } } return windQuality; } private static void ClearWindKeywords(Material material) { if (material == null) return; for (int i = 0; i < (int)WindQuality.Count; i++) { material.DisableKeyword(WindQualityString[i]); } } private static void SetWindQuality(Material material, int windQuality) { Debug.Assert(WindIntValid(windQuality), "Attempting to set invalid wind quality on material " + material.name); if (material == null) return; if (windQuality != GetWindQualityFromKeywords(material.shaderKeywords)) { ClearWindKeywords(material); } material.EnableKeyword(WindQualityString[windQuality]); material.SetFloat("_WindQuality", windQuality); // A legacy float used in native code to apply wind data if (material.HasProperty("_WINDQUALITY")) material.SetFloat("_WINDQUALITY", windQuality); // The actual name of the keyword enum for the shadergraph } private static int GetWindQualityFromKeywords(string[] matKws) { foreach (string kw in matKws) { if (kw.StartsWith("_WINDQUALITY_")) { for (int i = 0; i < (int)WindQuality.Count; i++) { if (kw.EndsWith(WindQualityString[i])) return i; } } } return -1; } private static bool WindIntValid(int windInt) { return ((int)WindQuality.None <= windInt) && (windInt < (int)WindQuality.Count); } } }