示例#1
0
    //private void LoadMappingOptions


    private void UpdateShadersList()
    {
        LLEditorInternal.LoadMappingXML(false);

        nonRemappedShaders = 0;

        //Get mappings
        shadersMapping = new List <SceneShaderMapping>();

        List <string> shadersUsed = new List <string>();

        //Renderer[] allRenderers = GameObject.FindObjectsOfType( typeof(Renderer) ) as Renderer[];
        //foreach (Renderer rend in allRenderers) {
        foreach (string curShaderName in GetAllShaderNamesInAScene())
        {
            //Check for duplicates
            if (!shadersUsed.Contains(curShaderName))
            {
                //Ignore LL shaders
                                #if GO_LINEAR_TOOL
                if (curShaderName.Contains("Linear Lighting/"))
                {
                    continue;
                }
                                #elif GO_HDR_TOOL
                if (curShaderName.Contains("GoHDR/"))
                {
                    continue;
                }
                                #endif

                if (curShaderName.Contains("Hidden/"))
                {
                    continue;
                }

                if (LLHelper.IsNullOrWhiteSpace(curShaderName))
                {
                    continue;
                }

                //Debug.Log("Adding " + shaderName);

                SceneShaderMapping sMapping = new SceneShaderMapping();

                sMapping.origShaderName = curShaderName;

                //for (int i = 0; i < 10; i++) {
                shadersMapping.Add(sMapping);

                shadersUsed.Add(curShaderName);
                //}
            }
        }


        BuildMappingOptions();

        builtShadersList = true;
    }
示例#2
0
    private void SelectAllObjectsThatUseShader(string _shaderName)
    {
        if (LLHelper.IsNullOrWhiteSpace(_shaderName))
        {
            return;
        }

        List <GameObject> selectedObjects = new List <GameObject>();

        Renderer[] allRenderers = GameObject.FindObjectsOfType(typeof(Renderer)) as Renderer[];
        foreach (Renderer rend in allRenderers)
        {
            foreach (Material mat in rend.sharedMaterials)
            {
                if (null != mat.shader)
                {
                    if (mat.shader.name == _shaderName)
                    {
                        selectedObjects.Add(rend.gameObject);
                    }
                }
            }
        }

        Selection.objects = selectedObjects.ToArray();
    }
示例#3
0
    private void FixShader(Shader _shader)
    {
        if (null == _shader)
        {
            ParseAllShadersInDirectory(LLHelper.AssetPathToFilePath("Assets/GoHDR/Shaders/DefaultResourcesExtra"));
            return;
        }

        bool res = LLEditorInternal.FixShader(_shader, false, true);

        if (!res)
        {
            Debug.LogError("Failed to fix the shader '" + _shader.name + "'");
        }
    }
示例#4
0
    public void Run()
    {
        ListNode l1 = new ListNode(7);

        l1.next           = new ListNode(2);
        l1.next.next      = new ListNode(4);
        l1.next.next.next = new ListNode(3);

        ListNode l2 = new ListNode(5);

        l2.next      = new ListNode(6);
        l2.next.next = new ListNode(4);

        ListNode finalList = AddTwoNumbers(l1, l2);

        LLHelper.PrintList(finalList);
    }
示例#5
0
    private void ParseAllShadersInDirectory(string _path)
    {
        System.DateTime startTime = System.DateTime.Now;
        if (!System.IO.Directory.Exists(_path))
        {
            Debug.LogError("Directory at path '" + _path + "' doesn't exist.");
            return;
        }

        string[] shadersPaths = System.IO.Directory.GetFiles(_path, "*.shader", System.IO.SearchOption.AllDirectories);

        if (shadersPaths.Length <= 0)
        {
            Debug.LogError("No shaders found at path '" + _path + "'.");
            return;
        }

        List <string> failedShaders = new List <string>();

        foreach (string shaderPath in shadersPaths)
        {
            string shaderAssetPath = LLHelper.FilePathToAssetPath(shaderPath);
            Debug.Log("Fixing shader '" + shaderAssetPath + "'");
            bool res = LLEditorInternal.FixShaderAtAssetPath(shaderAssetPath, false, true);

            if (!res)
            {
                Debug.LogError("Failed shader " + shaderAssetPath);
                failedShaders.Add(shaderPath);
            }
            //break;
        }

        Debug.Log("Done fixing shaders at '" + _path + "' in " + (System.DateTime.Now - startTime).TotalSeconds + "seconds. Success rate: " +
                  (shadersPaths.Length - failedShaders.Count) + "/" + shadersPaths.Length);

        if (failedShaders.Count > 0)
        {
            Debug.Log("Failed shaders:");
        }

        foreach (string shaderName in failedShaders)
        {
            Debug.Log("\t\tFailed: " + shaderName);
        }
    }
示例#6
0
    private void ParseAll()
    {
        foreach (SceneShaderMapping sMapping in shadersMapping)
        {
            if (sMapping.remappedShaderIndex == 0)                      //Option = parse
            {
                string shaderName = sMapping.origShaderName;

                Shader origShader = Shader.Find(shaderName);

                if (null == origShader)
                {
                    Debug.LogError("Unable to find the shader '" + shaderName + "'");
                }


                if (LLEditorInternal.FixShader(origShader, false, true))
                {
                    //int mappingIndex = -1;
                    string mappingName = LLEditorInternal.GetShaderMapping(sMapping.origShaderName);

                    //Debug.Log("mappingName: " + mappingName + "; mappingIndex: " + mappingIndex);

                    if (!LLHelper.IsNullOrWhiteSpace(mappingName))
                    {
                        //sMapping.remappedShaderIndex = mappingIndex + 2;
                        sMapping.remappedShaderName = mappingName;
                    }
                }
                else
                {
                    sMapping.remappedShaderIndex = 1;                           //Skip
                }
            }
        }

        BuildMappingOptions();
    }
示例#7
0
    void OnGUI()
    {
        Color bgColor          = new Color(135f / 255f, 206f / 255f, 1f); //new Color(1f, 120f / 250f, 0f);
        Color contentColor     = Color.white;                             //new Color(1f, 220f / 250f, 0.5f);
        Color LLUIColor        = new Color(30f / 255f, 100f / 255f, 1f);  //new Color(1f, 156f / 250f, 0f);
        Color highlightBGColor = new Color(100f / 255f, 150f / 255f, 1f);

        GUI.backgroundColor = bgColor;
        GUI.contentColor    = contentColor;

        GUIStyle logoLabelStyle = new GUIStyle();

        logoLabelStyle.normal.textColor = LLUIColor;
        logoLabelStyle.fontSize         = 20;
        logoLabelStyle.alignment        = TextAnchor.MiddleCenter;

        GUIStyle separatorLabelStyle = new GUIStyle();

        separatorLabelStyle.normal.textColor = Color.black;
        //separatorLabelStyle.fontSize = 20;


        int yPos = 5;

                #if GO_LINEAR_TOOL
        GUI.Label(new Rect(10, yPos, 350, 30), "Go Linear (Mobile & Indie)", logoLabelStyle);
                #elif GO_HDR_TOOL
        GUI.Label(new Rect(10, yPos, 350, 30), "Go HDR", logoLabelStyle);
                #endif

        //yPos += 20;

        GUI.Label(new Rect(10, yPos += 20, 350, 20), "__________________________________________________", separatorLabelStyle);

        GUIStyle mainLabelStyle = new GUIStyle();
        mainLabelStyle.normal.textColor = Color.white;
        mainLabelStyle.fontStyle        = FontStyle.Bold;
        mainLabelStyle.fontSize         = 15;
        mainLabelStyle.alignment        = TextAnchor.MiddleLeft;

        yPos += 20;

//		#if GO_HDR_TOOL
//		//if (hasPro) {
//			GUI.Label(new Rect(10, yPos += 20, 350, 20), "Please attach the GoHDR/Scripts/GoHDRCamPro script to your main camera.");
//		//} else
//		#endif
        {
            if (GUI.Button(new Rect(10, yPos, 295, 30), "(1) Process scene"))
            {
                UnityTerrainMessage();
                msgToUser = null;
                UpdateShadersList();
            }


            GUI.backgroundColor = Color.red;

            if (GUI.Button(new Rect(305, yPos, 60, 30), "Restore"))
            {
                RestoreAll();
            }

            GUI.backgroundColor = bgColor;
            yPos += 35;

            if (shadersMapping != null)
            {
                if (builtShadersList)
                {
                    if (shadersMapping.Count == 0)
                    {
                        GUI.contentColor = Color.green;
                        GUI.Label(new Rect(10, yPos, 350, 20), "All of the shaders have been processed.");
                        GUI.contentColor = contentColor;
                        yPos            += 25;
                    }
                }

                if (shadersMapping.Count > 0)
                {
                    int scrollBarRectHeight = Mathf.Min(scrollbarHeight, 800);

                    scrollPosition = GUI.BeginScrollView(new Rect(10, yPos, 400, scrollBarRectHeight), scrollPosition, new Rect(0, 0, 360, scrollbarHeight), false, false);
                    // GUI.BeginScrollView(new Rect(10, 300, 100, 100), scrollPosition, new Rect(0, 0, 220, 200));
                    scrollbarHeight = 0;

                    GUI.Label(new Rect(15, scrollbarHeight, 300, 20), "Shaders mapping:", mainLabelStyle);

                    scrollbarHeight += 25;

                    foreach (SceneShaderMapping sMapping in shadersMapping)
                    {
                        //Debug.Log(sMapping.origShaderName + " => " + sMapping.remappedShaderName + " index: " + sMapping.remappedShaderIndex);
                        EditorGUI.SelectableLabel(new Rect(10, scrollbarHeight, 130, 20), sMapping.origShaderName);
                        GUI.Label(new Rect(150, scrollbarHeight, 50, 20), "=>");
                        if (sMapping.remappedShaderName == "none")
                        {
                            GUI.backgroundColor = highlightBGColor;
                            GUI.contentColor    = Color.white;
                        }
                        //	EditorGUI.SelectableLabel(new Rect(180, scrollbarHeight, 150, 20), sMapping.remappedShaderName);
                        //} else {
                        sMapping.remappedShaderIndex = EditorGUI.Popup(new Rect(180, scrollbarHeight, 150, 20), sMapping.remappedShaderIndex, allMappingOptions);
                        //}
                        GUI.backgroundColor = bgColor;
                        GUI.contentColor    = contentColor;

                        if (GUI.Button(new Rect(335, scrollbarHeight, 20, 20), "?"))
                        {
                            SelectAllObjectsThatUseShader(sMapping.origShaderName);
                        }

                        scrollbarHeight += 25;
                    }

                    //scrollbarHeight += 45;

                    GUI.EndScrollView();

                    yPos += scrollBarRectHeight;

                    int curActionIndex = 2;

                    //yPos += 35;

                    if (nonRemappedShaders > 0)
                    {
                        if (GUI.Button(new Rect(15, yPos, 350, 30), "(" + (curActionIndex++) + ") Parse all"))
                        {
                            msgToUser      = "******";
                            msgToUserColor = Color.yellow;
                            SaveShadersToSkip();
                            ParseAll();
                            //ReadShadersToSkip();
                        }
                        yPos += 35;
                    }

                                        #if GO_LINEAR_TOOL
                    if (GUI.Button(new Rect(15, yPos, 350, 30), "(" + (curActionIndex++) + ") Apply gamma correction"))
                                        #elif GO_HDR_TOOL
                    if (GUI.Button(new Rect(15, yPos, 350, 30), "(" + (curActionIndex++) + ") Apply HDR & Gamma"))
                                        #endif
                    {
                        SaveShadersToSkip();
                        RemapAll();
                        //ReadShadersToSkip();
                    }

                    yPos += 35;

                    if (!LLHelper.IsNullOrWhiteSpace(msgToUser))
                    {
                        GUI.contentColor = msgToUserColor;
                        GUI.Label(new Rect(15, yPos, 300, 60), msgToUser);
                        GUI.contentColor = contentColor;

                        yPos += 65;
                    }
                }
            }
        }

                #if GO_HDR_TOOL
        //if (!hasPro)
                #endif
        {
            GUI.Label(new Rect(10, yPos, 350, 20), "__________________________________________________", separatorLabelStyle);

            GUI.Label(new Rect(10, yPos += 20, 300, 20), "Parse custom shader:");
            shaderToFix = EditorGUI.ObjectField(new Rect(10, yPos += 25, 300, 20), shaderToFix, typeof(Shader), true) as Shader;
            if (GUI.Button(new Rect(10, yPos += 35, 350, 30), "Parse shader"))
            {
                FixShader(shaderToFix);
            }
        }
    }
示例#8
0
    private void RestoreAll()
    {
        Renderer[] allRenderers = GameObject.FindObjectsOfType(typeof(Renderer)) as Renderer[];
        foreach (Renderer rend in allRenderers)
        {
            foreach (Material mat in rend.sharedMaterials)
            {
                string matPath = AssetDatabase.GetAssetPath(mat);

                //Debug.Log("material " + mat.name + " path is " + matPath);
                if (null != matPath)
                {
                    string matGUID = AssetDatabase.AssetPathToGUID(matPath);
                    if (!LLHelper.IsNullOrWhiteSpace(matGUID))
                    {
                        string originalShaderName = LLEditorInternal.GetOrigMaterialShader(matGUID);

                        if (!LLHelper.IsNullOrWhiteSpace(originalShaderName))
                        {
                            Shader origShader = Shader.Find(originalShaderName);

                            if (null != origShader)
                            {
                                mat.shader = origShader;
                            }
                            else
                            {
                                Debug.LogWarning("Unable to find shader '" + originalShaderName + "'. Skipping.");
                            }
                        }
                        else
                        {
                            //Debug.LogError("Material '" + mat.name + "' originalShaderName is null. Skipping.");
                        }
                    }
                    else
                    {
                        Debug.LogWarning("GUID of material '" + mat.name + "' is null. Skipping.");
                    }
                }
            }
        }

        //Skyboxes
        Skybox[] allSkyboxes = GameObject.FindObjectsOfType(typeof(Skybox)) as Skybox[];
        foreach (Skybox skybox in allSkyboxes)
        {
            if (null == skybox.material)
            {
                continue;
            }

            string matPath = AssetDatabase.GetAssetPath(skybox.material);

            //Debug.Log("material " + mat.name + " path is " + matPath);
            if (null != matPath)
            {
                string matGUID = AssetDatabase.AssetPathToGUID(matPath);
                if (!LLHelper.IsNullOrWhiteSpace(matGUID))
                {
                    string originalShaderName = LLEditorInternal.GetOrigMaterialShader(matGUID);

                    if (!LLHelper.IsNullOrWhiteSpace(originalShaderName))
                    {
                        Shader origShader = Shader.Find(originalShaderName);

                        if (null != origShader)
                        {
                            skybox.material.shader = origShader;
                        }
                        else
                        {
                            Debug.LogWarning("Unable to find shader '" + originalShaderName + "'. Skipping.");
                        }
                    }
                    else
                    {
                        //Debug.LogError("Material '" + mat.name + "' originalShaderName is null. Skipping.");
                    }
                }
                else
                {
                    Debug.LogWarning("GUID of material '" + skybox.material.name + "' is null. Skipping.");
                }
            }
        }

        if (null != RenderSettings.skybox)
        {
            string matPath = AssetDatabase.GetAssetPath(RenderSettings.skybox);

            //Debug.Log("material " + mat.name + " path is " + matPath);
            if (null != matPath)
            {
                string matGUID = AssetDatabase.AssetPathToGUID(matPath);
                if (!LLHelper.IsNullOrWhiteSpace(matGUID))
                {
                    string originalShaderName = LLEditorInternal.GetOrigMaterialShader(matGUID);

                    if (!LLHelper.IsNullOrWhiteSpace(originalShaderName))
                    {
                        Shader origShader = Shader.Find(originalShaderName);

                        if (null != origShader)
                        {
                            RenderSettings.skybox.shader = origShader;
                        }
                        else
                        {
                            Debug.LogWarning("Unable to find shader '" + originalShaderName + "'. Skipping.");
                        }
                    }
                    else
                    {
                        //Debug.LogError("Material '" + mat.name + "' originalShaderName is null. Skipping.");
                    }
                }
                else
                {
                    Debug.LogWarning("GUID of material '" + RenderSettings.skybox.name + "' is null. Skipping.");
                }
            }
        }

        //Terrains
        foreach (Terrain ter in GameObject.FindObjectsOfType(typeof(Terrain)) as Terrain[])
        {
            if (null != ter.materialTemplate)
            {
                if (null != ter.materialTemplate.shader)
                {
                    string matPath = AssetDatabase.GetAssetPath(ter.materialTemplate);

                    //Debug.Log("material " + mat.name + " path is " + matPath);
                    if (null != matPath)
                    {
                        string matGUID = AssetDatabase.AssetPathToGUID(matPath);
                        if (!LLHelper.IsNullOrWhiteSpace(matGUID))
                        {
                            string originalShaderName = LLEditorInternal.GetOrigMaterialShader(matGUID);

                            if (!LLHelper.IsNullOrWhiteSpace(originalShaderName))
                            {
                                Shader origShader = Shader.Find(originalShaderName);

                                if (null != origShader)
                                {
                                    ter.materialTemplate.shader = origShader;
                                }
                                else
                                {
                                    Debug.LogWarning("Unable to find shader '" + originalShaderName + "'. Skipping.");
                                }
                            }
                            else
                            {
                                //Debug.LogError("Material '" + mat.name + "' originalShaderName is null. Skipping.");
                            }
                        }
                        else
                        {
                            ter.materialTemplate = null;
//							Debug.LogWarning("GUID of material '" + ter.materialTemplate.name + "' is null. Skipping.");
                        }
                    }
                }
            }
            else                        //Default shader
            {
            }
        }

        UpdateShadersList();
    }
示例#9
0
    private void ReplaceAllShadersInAScene(string _src, string _dst)
    {
        Shader dstShader = Shader.Find(_dst);

        if (null == dstShader)
        {
            Debug.LogError("Unable to find the shader '" + _dst + "'");
            return;
        }

        Renderer[] allRenderers = GameObject.FindObjectsOfType(typeof(Renderer)) as Renderer[];
        foreach (Renderer rend in allRenderers)
        {
            if (null == rend.sharedMaterials)
            {
                continue;
            }

            foreach (Material mat in rend.sharedMaterials)
            {
                if (mat.shader.name != _src)
                {
                    continue;
                }

                //Store original shader name for restoring
                string matPath = AssetDatabase.GetAssetPath(mat);

                //Debug.Log("material " + mat.name + " path is " + matPath);
                if (null != matPath)
                {
                    string matGUID = AssetDatabase.AssetPathToGUID(matPath);
                    if (!LLHelper.IsNullOrWhiteSpace(matGUID))
                    {
                        LLEditorInternal.AddMaterialMapping(matGUID, mat.name, mat.shader.name, false);
                    }
                }

                mat.shader = dstShader;
            }
        }

        //Skyboxes
        Skybox[] allSkyboxes = GameObject.FindObjectsOfType(typeof(Skybox)) as Skybox[];
        foreach (Skybox skybox in allSkyboxes)
        {
            if (null == skybox.material)
            {
                continue;
            }

            if (skybox.material.shader.name != _src)
            {
                continue;
            }

            skybox.material.shader = dstShader;

            string matPath = AssetDatabase.GetAssetPath(skybox.material);

            if (null != matPath)
            {
                string matGUID = AssetDatabase.AssetPathToGUID(matPath);
                if (!LLHelper.IsNullOrWhiteSpace(matGUID))
                {
                    LLEditorInternal.AddMaterialMapping(matGUID, skybox.material.name, skybox.material.shader.name, false);
                }
            }
        }

        if (null != RenderSettings.skybox)
        {
            if (RenderSettings.skybox.shader.name == _src)
            {
                RenderSettings.skybox.shader = dstShader;
            }
        }

        //Terrains
        foreach (Terrain ter in GameObject.FindObjectsOfType(typeof(Terrain)) as Terrain[])
        {
            if (null != ter.materialTemplate)
            {
                if (null != ter.materialTemplate.shader)
                {
                    if (ter.materialTemplate.shader.name == _src)
                    {
                        ter.materialTemplate = new Material(dstShader);

                        string matPath = AssetDatabase.GetAssetPath(ter.materialTemplate);

                        if (null != matPath)
                        {
                            string matGUID = AssetDatabase.AssetPathToGUID(matPath);
                            if (!LLHelper.IsNullOrWhiteSpace(matGUID))
                            {
                                LLEditorInternal.AddMaterialMapping(matGUID, ter.materialTemplate.name, ter.materialTemplate.shader.name, false);
                            }
                        }
                    }
                }
            }
            else                        //Default shader
            {
                if (_src == "Nature/Terrain/Diffuse")
                {
                    ter.materialTemplate = new Material(dstShader);
                }
            }
        }
    }