示例#1
0
        public void ExecAutoConvertWithoutUndo(params Material[] mats)
        {
            foreach (var mat in mats)
            {
                if (mat == null)
                {
                    continue;
                }
                if (!Validate(mat))
                {
                    continue;
                }

                var ctx = new ConvertContext();
                ctx.target      = mat;
                ctx.oldMaterial = new Material(mat);
                ctx.oldProps    = ShaderSerializedProperty.AsDict(ctx.oldMaterial);

                foreach (var cnv in converters)
                {
                    cnv(ctx);
                }
                Debug.LogFormat("[WF] Convert {0}: {1} -> {2}", ctx.target, ctx.oldMaterial.shader.name, ctx.target.shader.name);
            }
        }
示例#2
0
        private static List <RelacePropertyName> CreateReplacePropertyList(Material[] mats, IEnumerable <PropertyNameReplacement> replacement)
        {
            var result = new List <RelacePropertyName>();

            foreach (var mat in mats)
            {
                var props = ShaderSerializedProperty.AsDict(mat);
                foreach (var pair in replacement)
                {
                    var before = props.GetValueOrNull(pair.beforeName);
                    if (before != null)
                    {
                        result.Add(new RelacePropertyName(before, props.GetValueOrNull(pair.afterName), pair.afterName, pair.onAfterCopy));
                    }
                }
            }

            return(result);
        }
示例#3
0
        protected static bool HasCustomValue(ConvertContext ctx, params string[] names)
        {
            var newProp = ShaderSerializedProperty.AsDict(ctx.target);

            foreach (var name in names)
            {
                // 新しいマテリアルから設定されていないかを調べる
                if (hasCustomValue(newProp, name))
                {
                    return(true);
                }
                // 古いマテリアルの側から設定されていないかを調べる
                if (hasCustomValue(ctx.oldProps, name))
                {
                    return(true);
                }
            }
            return(false);
        }
示例#4
0
        private Dictionary <ShaderSerializedProperty, ShaderSerializedProperty> CreateOldNamePropertyList(UnityEngine.Object[] objlist)  // ShaderCustomEditor側から呼び出されるのでobject[]
        {
            var result = new Dictionary <ShaderSerializedProperty, ShaderSerializedProperty>();

            foreach (var mat in WFCommonUtility.AsMaterials(objlist))
            {
                if (mat.shader.name.Contains("MatcapShadows"))
                {
                    // MatcapShadowsは古いので対象にしない
                    continue;
                }
                var props = ShaderSerializedProperty.AsDict(mat);
                foreach (var pair in WFShaderDictionary.OldPropNameToNewPropNameMap)
                {
                    var before = props.GetValueOrNull(pair.Key);
                    if (before != null)
                    {
                        result[before] = props.GetValueOrNull(pair.Value);
                    }
                }
            }

            return(result);
        }