コード例 #1
0
        static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
        {
            var upgradeLog   = "UniversalRP Material log:";
            var upgradeCount = 0;

            foreach (var asset in importedAssets)
            {
                if (!asset.ToLowerInvariant().EndsWith(".mat"))
                {
                    continue;
                }

                var material = (Material)AssetDatabase.LoadAssetAtPath(asset, typeof(Material));
                if (!ShaderUtils.IsLWShader(material.shader))
                {
                    continue;
                }

                ShaderPathID id            = ShaderUtils.GetEnumFromPath(material.shader.name);
                var          wasUpgraded   = false;
                var          assetVersions = AssetDatabase.LoadAllAssetsAtPath(asset);
                AssetVersion assetVersion  = null;
                foreach (var subAsset in assetVersions)
                {
                    if (subAsset.GetType() == typeof(AssetVersion))
                    {
                        assetVersion = subAsset as AssetVersion;
                    }
                }
                var debug = "\n" + material.name;

                if (!assetVersion)
                {
                    wasUpgraded  = true;
                    assetVersion = ScriptableObject.CreateInstance <AssetVersion>();
                    if (s_CreatedAssets.Contains(asset))
                    {
                        assetVersion.version = k_Upgraders.Length;
                        s_CreatedAssets.Remove(asset);
                        InitializeLatest(material, id);
                    }
                    else
                    {
                        assetVersion.version = 0;
                    }

                    assetVersion.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector | HideFlags.NotEditable;
                    AssetDatabase.AddObjectToAsset(assetVersion, asset);
                    debug += " initialized.";
                }

                while (assetVersion.version < k_Upgraders.Length)
                {
                    k_Upgraders[assetVersion.version](material, id);
                    debug += $" upgrading:v{assetVersion.version} to v{assetVersion.version + 1}";
                    assetVersion.version++;
                    wasUpgraded = true;
                }

                if (wasUpgraded)
                {
                    upgradeLog += debug;
                    upgradeCount++;
                    EditorUtility.SetDirty(assetVersion);
                    s_ImportedAssetThatNeedSaving.Add(asset);
                    s_NeedsSavingAssets = true;
                }
            }
        }
コード例 #2
0
        static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
        {
            string upgradeLog   = "";
            var    upgradeCount = 0;

            foreach (var asset in importedAssets)
            {
                // we only care about materials
                if (!asset.EndsWith(".mat", StringComparison.InvariantCultureIgnoreCase))
                {
                    continue;
                }

                // load the material and look for it's Universal ShaderID
                // we only care about versioning materials using a known Universal ShaderID
                // this skips any materials that only target other render pipelines, are user shaders,
                // or are shaders we don't care to version
                var material = (Material)AssetDatabase.LoadAssetAtPath(asset, typeof(Material));
                var shaderID = GetShaderID(material.shader);
                if (shaderID == ShaderID.Unknown)
                {
                    continue;
                }

                var wasUpgraded = false;
                var debug       = "\n" + material.name + "(" + shaderID + ")";

                // look for the Universal AssetVersion
                AssetVersion assetVersion = null;
                var          allAssets    = AssetDatabase.LoadAllAssetsAtPath(asset);
                foreach (var subAsset in allAssets)
                {
                    if (subAsset is AssetVersion sub)
                    {
                        assetVersion = sub;
                    }
                }

                if (!assetVersion)
                {
                    wasUpgraded  = true;
                    assetVersion = ScriptableObject.CreateInstance <AssetVersion>();
                    if (s_CreatedAssets.Contains(asset))
                    {
                        assetVersion.version = k_Upgraders.Length;
                        s_CreatedAssets.Remove(asset);
                        InitializeLatest(material, shaderID);
                        debug += " initialized.";
                    }
                    else
                    {
                        if (shaderID.IsShaderGraph())
                        {
                            // ShaderGraph materials NEVER had asset versioning applied prior to version 5.
                            // so if we see a ShaderGraph material with no assetVersion, set it to 5 to ensure we apply all necessary versions.
                            assetVersion.version = 5;
                            debug += $" shadergraph material assumed to be version 5 due to missing version.";
                        }
                        else
                        {
                            assetVersion.version = UniversalProjectSettings.materialVersionForUpgrade;
                            debug += $" assumed to be version {UniversalProjectSettings.materialVersionForUpgrade} due to missing version.";
                        }
                    }

                    assetVersion.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector | HideFlags.NotEditable;
                    AssetDatabase.AddObjectToAsset(assetVersion, asset);
                }

                while (assetVersion.version < k_Upgraders.Length)
                {
                    k_Upgraders[assetVersion.version](material, shaderID);
                    debug += $" upgrading:v{assetVersion.version} to v{assetVersion.version + 1}";
                    assetVersion.version++;
                    wasUpgraded = true;
                }

                if (wasUpgraded)
                {
                    upgradeLog += debug;
                    upgradeCount++;
                    EditorUtility.SetDirty(assetVersion);
                    s_ImportedAssetThatNeedSaving.Add(asset);
                    s_NeedsSavingAssets = true;
                }
            }

            // Uncomment to show upgrade debug logs
            //if (!string.IsNullOrEmpty(upgradeLog))
            //    Debug.Log("UniversalRP Material log: " + upgradeLog);
        }