public static void SetShader(GStylizedTerrain terrain, GLightingModel lighting, GTexturingModel texturing, GSplatsModel splats = GSplatsModel.Splats4) { if (terrain.TerrainData == null) { throw new NullReferenceException("The selected terrain doesn't have terrain data."); } if (terrain.TerrainData.Shading.CustomMaterial == null) { throw new NullReferenceException("The selected terrain doesn't have material. Make sure you've assigned a material for it."); } Material mat = GRuntimeSettings.Instance.terrainRendering.GetClonedMaterial( GCommon.CurrentRenderPipeline, lighting, texturing, splats); if (mat == null) { throw new Exception("Fail to get template material. Try re-install render pipeline extension package."); } terrain.TerrainData.Shading.CustomMaterial.shader = mat.shader; terrain.TerrainData.Shading.UpdateMaterials(); GUtilities.DestroyObject(mat); }
private void ImportDataAndCreateTerrain() { GameObject terrainRoot = new GameObject(string.Format("{0}-{1}", Root.name, ConversionName)); terrainRoot.transform.parent = Root.transform.parent; terrainRoot.transform.position = Root.transform.position; for (int i = 0; i < Terrains.Count; ++i) { #if UNITY_EDITOR GCommonGUI.CancelableProgressBar("Converting", "Converting " + Terrains[i].name, 1f); #endif GTerrainData data = ScriptableObject.CreateInstance <GTerrainData>(); if (DataTemplate != null) { DataTemplate.Geometry.CopyTo(data.Geometry); DataTemplate.Shading.CopyTo(data.Shading); DataTemplate.Rendering.CopyTo(data.Rendering); DataTemplate.Foliage.CopyTo(data.Foliage); DataTemplate.Mask.CopyTo(data.Mask); } else { if (Application.isPlaying) //Reset() only called in edit mode { data.Reset(); data.Geometry.Reset(); data.Shading.Reset(); data.Rendering.Reset(); data.Foliage.Reset(); data.Mask.Reset(); } } #if UNITY_EDITOR if (!Application.isPlaying) { string assetName = "TerrainData_" + data.Id; AssetDatabase.CreateAsset(data, string.Format("{0}.asset", Path.Combine(DataDirectory, assetName))); } #endif Material templateMaterial = null; if (DataTemplate != null) { templateMaterial = DataTemplate.Shading.CustomMaterial; } Material material = null; if (templateMaterial != null) { material = new Material(templateMaterial.shader); } else { if (ImportSplats) { if (ImportSplatsAsAlbedo && AlbedoUsage == GAlbedoUsage.ColorMap) { material = GRuntimeSettings.Instance.terrainRendering.GetClonedMaterial(GCommon.CurrentRenderPipeline, GLightingModel.PBR, GTexturingModel.ColorMap); } else if (ImportSplatsAsAlbedo && AlbedoUsage == GAlbedoUsage.VertexColor) { material = GRuntimeSettings.Instance.terrainRendering.GetClonedMaterial(GCommon.CurrentRenderPipeline, GLightingModel.PBR, GTexturingModel.VertexColor); data.Geometry.AlbedoToVertexColorMode = GAlbedoToVertexColorMode.Sharp; } else { GSplatPrototypeGroup splats = DataTemplate ? DataTemplate.Shading.Splats : SplatGroups[SplatGroupIndices[i]]; GSplatsModel splatModel = (splats == null || splats.Prototypes.Count <= 4) ? GSplatsModel.Splats4Normals4 : GSplatsModel.Splats8; material = GRuntimeSettings.Instance.terrainRendering.GetClonedMaterial(GCommon.CurrentRenderPipeline, GLightingModel.PBR, GTexturingModel.Splat, splatModel); } } else { material = GRuntimeSettings.Instance.terrainRendering.GetClonedMaterial(GCommon.CurrentRenderPipeline, GLightingModel.PBR, GTexturingModel.Splat, GSplatsModel.Splats4); } } data.Shading.CustomMaterial = material; #if UNITY_EDITOR if (!Application.isPlaying && material != null) { string matName = "TerrainMaterial_" + data.Id; material.name = matName; AssetDatabase.CreateAsset(material, string.Format("{0}.mat", Path.Combine(DataDirectory, matName))); } #endif if (ImportSplats) { data.Shading.Splats = DataTemplate ? DataTemplate.Shading.Splats : SplatGroups[SplatGroupIndices[i]]; data.Shading.UpdateMaterials(); } if (ImportTrees) { data.Foliage.Trees = DataTemplate ? DataTemplate.Foliage.Trees : TreeGroups[TreeGroupIndices[i]]; } if (ImportGrasses) { data.Foliage.Grasses = DataTemplate ? DataTemplate.Foliage.Grasses : GrassGroups[GrassGroupIndices[i]]; } GUnityTerrainDataImporter importer = new GUnityTerrainDataImporter(); importer.SrcData = Terrains[i].terrainData; importer.SrcTerrain = Terrains[i]; importer.DesData = data; importer.DesTerrain = null; importer.ImportGeometry = ImportGeometry; importer.UseUnityTerrainSize = true; importer.ImportSplats = ImportSplats; importer.ImportSplatsAsAlbedo = ImportSplatsAsAlbedo; importer.ImportSplatControlMapsOnly = DataTemplate != null && DataTemplate.Shading.Splats != null; importer.ImportSplatControlMapResolution = DataTemplate == null; importer.CreateNewSplatPrototypesGroup = false; importer.ImportTrees = ImportTrees; importer.ImportTreeInstancesOnly = DataTemplate != null && DataTemplate.Foliage.Trees != null; importer.CreateNewTreePrototypesGroup = false; importer.ImportGrasses = ImportGrasses; importer.ImportGrassInstancesOnly = DataTemplate != null && DataTemplate.Foliage.Grasses != null; importer.CreateNewGrassPrototypesGroup = false; importer.GrassDensity = 1; importer.SkipFoliageSnap = SkipFoliageSnap; importer.Import(); GStylizedTerrain t = CreateTerrain(); t.transform.parent = terrainRoot.transform; t.transform.position = Terrains[i].transform.position; t.name = Terrains[i].name; #if UNITY_2018_3_OR_NEWER t.GroupId = Terrains[i].groupingID; #endif t.TerrainData = data; if (ImportTrees || ImportGrasses) { data.Foliage.SetTreeRegionDirty(GCommon.UnitRect); data.Foliage.SetGrassRegionDirty(GCommon.UnitRect); t.UpdateTreesPosition(); t.UpdateGrassPatches(); data.Foliage.ClearTreeDirtyRegions(); data.Foliage.ClearGrassDirtyRegions(); } ConvertedTerrains.Add(t); #if UNITY_EDITOR //SaveAssets(); GCommonGUI.ClearProgressBar(); #endif } }
public Material GetClonedMaterial(GRenderPipelineType pipeline, GLightingModel light, GTexturingModel texturing, GSplatsModel splats = GSplatsModel.Splats4) { GWizardMaterialTemplate matTemplate; List <GWizardMaterialTemplate> collection = pipeline == GRenderPipelineType.Universal ? UniversalRPMaterials : BuiltinRPMaterials; if (texturing != GTexturingModel.Splat) { matTemplate = collection.Find(m => { return(m.LightingModel == light && m.TexturingModel == texturing); }); } else { matTemplate = collection.Find(m => { return(m.LightingModel == light && m.TexturingModel == texturing && m.SplatsModel == splats); }); } Material mat = null; if (matTemplate.Material != null) { mat = UnityEngine.Object.Instantiate(matTemplate.Material); } return(mat); }
private void CreateTerrainAndImportData() { GameObject terrainRoot = new GameObject(string.Format("{0}-{1}", Root.name, ConversionName)); terrainRoot.transform.parent = Root.transform.parent; terrainRoot.transform.position = Root.transform.position; for (int i = 0; i < Terrains.Count; ++i) { #if UNITY_EDITOR GCommonGUI.CancelableProgressBar("Converting", "Converting " + Terrains[i].name, 1f); #endif GStylizedTerrain t = CreateTerrain(); t.transform.parent = terrainRoot.transform; t.transform.position = Terrains[i].transform.position; t.name = Terrains[i].name; #if !UNITY_2018_1 && !UNITY_2018_2 t.GroupId = Terrains[i].groupingID; #endif if (ImportSplats) { t.TerrainData.Shading.Splats = SplatGroups[SplatGroupIndices[i]]; GSplatsModel splatModel = t.TerrainData.Shading.Splats.Prototypes.Count <= 4 ? GSplatsModel.Splats4Normals4 : GSplatsModel.Splats8; Material mat = GGriffinSettings.Instance.WizardSettings.GetClonedMaterial(GLightingModel.PBR, GTexturingModel.Splat, splatModel); t.TerrainData.Shading.MaterialToRender.shader = mat.shader; t.TerrainData.Shading.UpdateMaterials(); GUtilities.DestroyObject(mat); } if (ImportTrees) { t.TerrainData.Foliage.Trees = TreeGroups[TreeGroupIndices[i]]; } if (ImportGrasses) { t.TerrainData.Foliage.Grasses = GrassGroups[GrassGroupIndices[i]]; } GUnityTerrainDataImporter importer = new GUnityTerrainDataImporter(); importer.SrcData = Terrains[i].terrainData; importer.SrcTerrain = Terrains[i]; importer.DesData = t.TerrainData; importer.DesTerrain = t; importer.ImportGeometry = ImportGeometry; importer.UseUnityTerrainSize = true; importer.ImportSplats = ImportSplats; importer.ImportSplatsAsAlbedo = ImportSplatsAsAlbedo; importer.CreateNewSplatPrototypesGroup = false; importer.ImportTrees = ImportTrees; importer.CreateNewTreePrototypesGroup = false; importer.ImportGrasses = ImportGrasses; importer.CreateNewGrassPrototypesGroup = false; importer.GrassDensity = GUnityTerrainDataImporter.GetAdjustedGrassDensity(importer.SrcData, 1); importer.Import(); #if UNITY_EDITOR SaveAssets(); GCommonGUI.ClearProgressBar(); #endif } }