// Not used currently: // TODO: Script like this must also work with embed material in scene (i.e we need to catch // .unity scene and load material and patch in memory. And it must work with perforce // i.e automatically checkout all those files). static void SpecularOcclusionMode(Material material, HDShaderUtils.ShaderID id) { switch (id) { case HDShaderUtils.ShaderID.Lit: case HDShaderUtils.ShaderID.LayeredLit: case HDShaderUtils.ShaderID.LitTesselation: case HDShaderUtils.ShaderID.LayeredLitTesselation: var serializedObject = new SerializedObject(material); var specOcclusionMode = 1; if (FindProperty(serializedObject, "_EnableSpecularOcclusion", SerializedType.Boolean).property != null) { var enableSpecOcclusion = GetSerializedBoolean(serializedObject, "_EnableSpecularOcclusion"); if (enableSpecOcclusion) { specOcclusionMode = 2; } RemoveSerializedBoolean(serializedObject, "_EnableSpecularOcclusion"); serializedObject.ApplyModifiedProperties(); } material.SetInt("_SpecularOcclusionMode", specOcclusionMode); HDShaderUtils.ResetMaterialKeywords(material); break; } }
static void MigrateDecalRenderQueue(Material material, HDShaderUtils.ShaderID id) { const string kSupportDecals = "_SupportDecals"; // Take the opportunity to remove _SupportDecals from Unlit as it is not suppose to be here if (HDShaderUtils.IsUnlitHDRPShader(material.shader)) { var serializedMaterial = new SerializedObject(material); if (TryFindProperty(serializedMaterial, kSupportDecals, SerializedType.Integer, out var property, out _, out _)) { RemoveSerializedInt(serializedMaterial, kSupportDecals); serializedMaterial.ApplyModifiedProperties(); } } if (material.HasProperty(kSupportDecals)) { bool supportDecal = material.GetFloat(kSupportDecals) > 0.0f; if (supportDecal) { // Update material render queue to be in Decal render queue based on the value of decal property (see HDRenderQueue.cs) if (material.renderQueue == ((int)UnityEngine.Rendering.RenderQueue.Geometry)) { material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Geometry + 225; } else if (material.renderQueue == ((int)UnityEngine.Rendering.RenderQueue.AlphaTest)) { material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest + 25; } } } HDShaderUtils.ResetMaterialKeywords(material); }
static void MetallicRemapping(Material material, HDShaderUtils.ShaderID id) { const string kMetallicRemapMax = "_MetallicRemapMax"; // Lit shaders now have metallic remapping for the mask map if (id == HDShaderUtils.ShaderID.Lit || id == HDShaderUtils.ShaderID.LitTesselation || id == HDShaderUtils.ShaderID.LayeredLit || id == HDShaderUtils.ShaderID.LayeredLitTesselation) { const string kMetallic = "_Metallic"; if (material.HasProperty(kMetallic) && material.HasProperty(kMetallicRemapMax)) { var metallic = material.GetFloat(kMetallic); material.SetFloat(kMetallicRemapMax, metallic); } } else if (id == HDShaderUtils.ShaderID.Decal) { HDShaderUtils.ResetMaterialKeywords(material); var serializedMaterial = new SerializedObject(material); const string kMetallicScale = "_MetallicScale"; float metallicScale = 1.0f; if (TryFindProperty(serializedMaterial, kMetallicScale, SerializedType.Float, out var propertyMetallicScale, out _, out _)) { metallicScale = propertyMetallicScale.floatValue; RemoveSerializedFloat(serializedMaterial, kMetallicScale); } serializedMaterial.ApplyModifiedProperties(); material.SetFloat(kMetallicRemapMax, metallicScale); } }
static void FixIncorrectEmissiveColorSpace(Material material, HDShaderUtils.ShaderID id) { // kEmissiveColorLDR wasn't correctly converted to linear color space. // so here we adjust the value of kEmissiveColorLDR to compensate. But only if not using a HDR Color const string kUseEmissiveIntensity = "_UseEmissiveIntensity"; if (material.HasProperty(kUseEmissiveIntensity) && material.GetInt(kUseEmissiveIntensity) == 1) { const string kEmissiveColorLDR = "_EmissiveColorLDR"; const string kEmissiveColor = "_EmissiveColor"; const string kEmissiveIntensity = "_EmissiveIntensity"; if (material.HasProperty(kEmissiveColorLDR) && material.HasProperty(kEmissiveIntensity) && material.HasProperty(kEmissiveColor)) { // Important: The color picker for kEmissiveColorLDR is LDR and in sRGB color space but Unity don't perform any color space conversion in the color // picker BUT only when sending the color data to the shader... So as we are doing our own calculation here in C#, we must do the conversion ourselves. Color emissiveColorLDR = material.GetColor(kEmissiveColorLDR); Color emissiveColorLDRsRGB = new Color(Mathf.LinearToGammaSpace(emissiveColorLDR.r), Mathf.LinearToGammaSpace(emissiveColorLDR.g), Mathf.LinearToGammaSpace(emissiveColorLDR.b)); material.SetColor(kEmissiveColorLDR, emissiveColorLDRsRGB); } // Reset the value of kEmissiveColor material.UpdateEmissiveColorFromIntensityAndEmissiveColorLDR(); } }
static void MoreMaterialSurfaceOptionFromShaderGraph(Material material, HDShaderUtils.ShaderID id) { if (material.shader.IsShaderGraph()) { // Synchronize properties we exposed from SG to the material ResetFloatProperty(kReceivesSSR); ResetFloatProperty(kReceivesSSRTransparent); ResetFloatProperty(kEnableDecals); ResetFloatProperty(kEnableBlendModePreserveSpecularLighting); ResetFloatProperty(kTransparentWritingMotionVec); ResetFloatProperty(kAddPrecomputedVelocity); ResetFloatProperty(kDepthOffsetEnable); } void ResetFloatProperty(string propName) { int propIndex = material.shader.FindPropertyIndex(propName); if (propIndex == -1) { return; } float defaultValue = material.shader.GetPropertyDefaultFloatValue(propIndex); material.SetFloat(propName, defaultValue); } HDShaderUtils.ResetMaterialKeywords(material); }
static void AlphaToMaskUIFix(Material material, HDShaderUtils.ShaderID id) { if (material.HasProperty(kAlphaToMask) && material.HasProperty(kAlphaToMaskInspector)) { material.SetFloat(kAlphaToMaskInspector, material.GetFloat(kAlphaToMask)); HDShaderUtils.ResetMaterialKeywords(material); } }
static void ForceForwardEmissiveForDeferred(Material material, HDShaderUtils.ShaderID id) { // Force Forward emissive for deferred pass is only setup for Lit shader if (id == HDShaderUtils.ShaderID.SG_Lit || id == HDShaderUtils.ShaderID.Lit || id == HDShaderUtils.ShaderID.LitTesselation || id == HDShaderUtils.ShaderID.LayeredLit || id == HDShaderUtils.ShaderID.LayeredLitTesselation) { HDShaderUtils.ResetMaterialKeywords(material); } }
//example migration method, remove it after first real migration //static void EmissiveIntensityToColor(Material material, ShaderID id) //{ // switch(id) // { // case ShaderID.Lit: // case ShaderID.LitTesselation: // var emissiveIntensity = material.GetFloat("_EmissiveIntensity"); // var emissiveColor = Color.black; // if (material.HasProperty("_EmissiveColor")) // emissiveColor = material.GetColor("_EmissiveColor"); // emissiveColor *= emissiveIntensity; // emissiveColor.a = 1.0f; // material.SetColor("_EmissiveColor", emissiveColor); // material.SetColor("_EmissionColor", Color.white); // break; // } //} // //static void Serialization_API_Usage(Material material, ShaderID id) //{ // switch(id) // { // case ShaderID.Unlit: // var serializedObject = new SerializedObject(material); // AddSerializedInt(serializedObject, "former", 42); // RenameSerializedScalar(serializedObject, "former", "new"); // Debug.Log(GetSerializedInt(serializedObject, "new")); // RemoveSerializedInt(serializedObject, "new"); // serializedObject.ApplyModifiedProperties(); // break; // } //} static void ZWriteForTransparent(Material material, HDShaderUtils.ShaderID id) { // For transparent materials, the ZWrite property that is now used is _TransparentZWrite. if (material.GetSurfaceType() == SurfaceType.Transparent) { material.SetFloat(kTransparentZWrite, material.GetZWrite() ? 1.0f : 0.0f); } HDShaderUtils.ResetMaterialKeywords(material); }
static void ExposeRefraction(Material material, HDShaderUtils.ShaderID id) { // Lit SG now have a shader feature for refraction instead of an hardcoded material if (id == HDShaderUtils.ShaderID.SG_Lit) { // Sync the default refraction model from the shader graph to the shader // We need to do this because the material may already have a refraction model information (from the Lit) // In order to not break the rendering of the material, we patch the refraction model: if (material.HasProperty(kRefractionModel)) { var refractionModel = material.shader.GetPropertyDefaultFloatValue(material.shader.FindPropertyIndex(kRefractionModel)); material.SetFloat(kRefractionModel, refractionModel); } HDShaderUtils.ResetMaterialKeywords(material); } }
static void ShaderGraphStack(Material material, HDShaderUtils.ShaderID id) { Shader shader = material.shader; if (shader.IsShaderGraph()) { if (shader.TryGetMetadataOfType <HDMetadata>(out var obj)) { // Material coming from old cross pipeline shader (Unlit and PBR) are not synchronize correctly with their // shader graph. This code below ensure it is if (obj.migrateFromOldCrossPipelineSG) // come from PBR or Unlit cross pipeline SG? { var defaultProperties = new Material(material.shader); foreach (var floatToSync in s_ShadergraphStackFloatPropertiesToSynchronize) { if (material.HasProperty(floatToSync)) { material.SetFloat(floatToSync, defaultProperties.GetFloat(floatToSync)); } } defaultProperties = null; // Postprocess now that material is correctly sync bool isTransparent = material.HasProperty("_SurfaceType") && material.GetFloat("_SurfaceType") > 0.0f; bool alphaTest = material.HasProperty("_AlphaCutoffEnable") && material.GetFloat("_AlphaCutoffEnable") > 0.0f; material.renderQueue = isTransparent ? (int)HDRenderQueue.Priority.Transparent : alphaTest ? (int)HDRenderQueue.Priority.OpaqueAlphaTest : (int)HDRenderQueue.Priority.Opaque; material.SetFloat("_RenderQueueType", isTransparent ? (float)HDRenderQueue.RenderQueueType.Transparent : (float)HDRenderQueue.RenderQueueType.Opaque); } } } HDShaderUtils.ResetMaterialKeywords(material); }
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { foreach (var asset in importedAssets) { if (!asset.ToLowerInvariant().EndsWith(".mat")) { continue; } var material = (Material)AssetDatabase.LoadAssetAtPath(asset, typeof(Material)); if (!HDShaderUtils.IsHDRPShader(material.shader, upgradable: true)) { continue; } HDShaderUtils.ShaderID id = HDShaderUtils.GetShaderEnumFromShader(material.shader); var latestVersion = k_Migrations.Length; 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; break; } } //subasset not found if (!assetVersion) { wasUpgraded = true; assetVersion = ScriptableObject.CreateInstance <AssetVersion>(); assetVersion.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector | HideFlags.NotEditable; if (s_CreatedAssets.Contains(asset)) { //just created assetVersion.version = latestVersion; s_CreatedAssets.Remove(asset); //[TODO: remove comment once fixed] //due to FB 1175514, this not work. It is being fixed though. //delayed call of the following work in some case and cause infinite loop in other cases. AssetDatabase.AddObjectToAsset(assetVersion, asset); } else { //asset exist prior migration assetVersion.version = 0; AssetDatabase.AddObjectToAsset(assetVersion, asset); } } //upgrade while (assetVersion.version < latestVersion) { k_Migrations[assetVersion.version](material, id); assetVersion.version++; wasUpgraded = true; } if (wasUpgraded) { EditorUtility.SetDirty(assetVersion); } } }
static void RenderQueueUpgrade(Material material, HDShaderUtils.ShaderID id) { // In order for the ray tracing keyword to be taken into account, we need to make it dirty so that the parameter is created first HDShaderUtils.ResetMaterialKeywords(material); // Replace previous ray tracing render queue for opaque to regular opaque with raytracing if (material.renderQueue == ((int)UnityEngine.Rendering.RenderQueue.GeometryLast + 20)) { material.renderQueue = (int)HDRenderQueue.Priority.Opaque; material.SetFloat(kRayTracing, 1.0f); } // Replace previous ray tracing render queue for transparent to regular transparent with raytracing else if (material.renderQueue == 3900) { material.renderQueue = (int)HDRenderQueue.Priority.Transparent; material.SetFloat(kRayTracing, 1.0f); } // For shader graphs, there is an additional pass we need to do if (material.HasProperty("_RenderQueueType")) { int renderQueueType = (int)material.GetFloat("_RenderQueueType"); switch (renderQueueType) { // This was ray tracing opaque, should go back to opaque case 3: { renderQueueType = 1; } break; // If it was in the transparent range, reduce it by 1 case 4: case 5: case 6: case 7: { renderQueueType = renderQueueType - 1; } break; // If it was in the ray tracing transparent, should go back to transparent case 8: { renderQueueType = renderQueueType - 4; } break; // If it was in overlay should be reduced by 2 case 10: { renderQueueType = renderQueueType - 2; } break; // background, opaque and AfterPostProcessOpaque are not impacted default: break; } // Push it back to the material material.SetFloat("_RenderQueueType", (float)renderQueueType); } HDShaderUtils.ResetMaterialKeywords(material); }
static void StencilRefactor(Material material, HDShaderUtils.ShaderID id) { HDShaderUtils.ResetMaterialKeywords(material); }
static void ExposedDecalInputsFromShaderGraph(Material material, HDShaderUtils.ShaderID id) { if (id == HDShaderUtils.ShaderID.Decal) { // In order for the new properties (kAffectsAlbedo...) to be taken into account, we need to make it dirty so that the parameter is created first HDShaderUtils.ResetMaterialKeywords(material); var serializedMaterial = new SerializedObject(material); // Note: the property must not exist in the .shader for RemoveSerializedFloat to work (otherwise it will be re-added) const string kAlbedoMode = "_AlbedoMode"; float albedoMode = 1.0f; if (TryFindProperty(serializedMaterial, kAlbedoMode, SerializedType.Float, out var propertyAlbedoMode, out _, out _)) { albedoMode = propertyAlbedoMode.floatValue; RemoveSerializedFloat(serializedMaterial, kAlbedoMode); } // For normal map we don't remove the property _NormalMap but just check if there is a texture assign and then enable _AffectNormal const string kNormalMap = "_NormalMap"; float normalMap = 0.0f; if (TryFindProperty(serializedMaterial, kNormalMap, SerializedType.Texture, out var propertyNormalTexture, out _, out _)) { normalMap = propertyNormalTexture.FindPropertyRelative("m_Texture").objectReferenceValue != null ? 1.0f : 0.0f; } // For normal map we don't remove the property _NormalMap but just check if there is a texture assign and then enable _AffectNormal const string kMaskMap = "_MaskMap"; float maskMap = 0.0f; if (TryFindProperty(serializedMaterial, kMaskMap, SerializedType.Texture, out var propertyMaskMapTexture, out _, out _)) { maskMap = propertyMaskMapTexture.FindPropertyRelative("m_Texture").objectReferenceValue != null ? 1.0f : 0.0f; } const string kMaskmapMetal = "_MaskmapMetal"; float maskMapMetal = 0.0f; if (TryFindProperty(serializedMaterial, kMaskmapMetal, SerializedType.Float, out var propertyMaskMapMetal, out _, out _)) { maskMapMetal = propertyMaskMapMetal.floatValue; RemoveSerializedFloat(serializedMaterial, kMaskmapMetal); } const string kMaskmapAO = "_MaskmapAO"; float maskMapAO = 0.0f; if (TryFindProperty(serializedMaterial, kMaskmapAO, SerializedType.Float, out var propertyMaskMapAO, out _, out _)) { maskMapAO = propertyMaskMapAO.floatValue; RemoveSerializedFloat(serializedMaterial, kMaskmapAO); } const string kMaskmapSmoothness = "_MaskmapSmoothness"; float maskMapSmoothness = 0.0f; if (TryFindProperty(serializedMaterial, kMaskmapSmoothness, SerializedType.Float, out var propertyMaskMapSmoothness, out _, out _)) { maskMapSmoothness = propertyMaskMapSmoothness.floatValue; RemoveSerializedFloat(serializedMaterial, kMaskmapSmoothness); } const string kEmissive = "_Emissive"; float emissive = 0.0f; if (TryFindProperty(serializedMaterial, kEmissive, SerializedType.Float, out var propertyEmissive, out _, out _)) { emissive = propertyEmissive.floatValue; RemoveSerializedFloat(serializedMaterial, kEmissive); } // Not used anymore, just removed const string kMaskBlendMode = "_MaskBlendMode"; if (TryFindProperty(serializedMaterial, kMaskBlendMode, SerializedType.Float, out var propertyUnused, out _, out _)) { RemoveSerializedFloat(serializedMaterial, kMaskBlendMode); } serializedMaterial.ApplyModifiedProperties(); // Now apply old value to new properties const string kAffectAlbedo = "_AffectAlbedo"; material.SetFloat(kAffectAlbedo, albedoMode); const string kAffectNormal = "_AffectNormal"; material.SetFloat(kAffectNormal, normalMap); const string kAffectSmoothness = "_AffectSmoothness"; material.SetFloat(kAffectSmoothness, maskMapSmoothness * maskMap); const string kAffectMetal = "_AffectMetal"; material.SetFloat(kAffectMetal, maskMapMetal * maskMap); const string kAffectAO = "_AffectAO"; material.SetFloat(kAffectAO, maskMapAO * maskMap); const string kAffectEmission = "_AffectEmission"; material.SetFloat(kAffectEmission, emissive); // We can't erase obsolete disabled pass from already existing Material, so we need to re-enable all of them const string s_MeshDecalsMStr = "DBufferMesh_M"; const string s_MeshDecalsSStr = "DBufferMesh_S"; const string s_MeshDecalsMSStr = "DBufferMesh_MS"; const string s_MeshDecalsAOStr = "DBufferMesh_AO"; const string s_MeshDecalsMAOStr = "DBufferMesh_MAO"; const string s_MeshDecalsAOSStr = "DBufferMesh_AOS"; const string s_MeshDecalsMAOSStr = "DBufferMesh_MAOS"; const string s_MeshDecals3RTStr = "DBufferMesh_3RT"; const string s_MeshDecalsForwardEmissive = "Mesh_Emissive"; material.SetShaderPassEnabled(s_MeshDecalsMStr, true); material.SetShaderPassEnabled(s_MeshDecalsSStr, true); material.SetShaderPassEnabled(s_MeshDecalsMSStr, true); material.SetShaderPassEnabled(s_MeshDecalsAOStr, true); material.SetShaderPassEnabled(s_MeshDecalsMAOStr, true); material.SetShaderPassEnabled(s_MeshDecalsAOSStr, true); material.SetShaderPassEnabled(s_MeshDecalsMAOSStr, true); material.SetShaderPassEnabled(s_MeshDecals3RTStr, true); material.SetShaderPassEnabled(s_MeshDecalsForwardEmissive, true); } if (id == HDShaderUtils.ShaderID.SG_Decal) { // We can't erase obsolete disabled pass from already existing Material, so we need to re-enable all of them const string s_ShaderGraphMeshDecals4RT = "ShaderGraph_DBufferMesh4RT"; const string s_ShaderGraphMeshDecals3RT = "ShaderGraph_DBufferMesh3RT"; const string s_ShaderGraphMeshDecalForwardEmissive = "ShaderGraph_MeshEmissive"; material.SetShaderPassEnabled(s_ShaderGraphMeshDecals4RT, true); material.SetShaderPassEnabled(s_ShaderGraphMeshDecals3RT, true); material.SetShaderPassEnabled(s_ShaderGraphMeshDecalForwardEmissive, true); } if (id == HDShaderUtils.ShaderID.Decal || id == HDShaderUtils.ShaderID.SG_Decal) { HDShaderUtils.ResetMaterialKeywords(material); } }