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);
}
}
}