2021-09-09 20:42:29 -04:00

44 lines
1.4 KiB
C#

using UnityEngine;
using UnityEditor.Rendering;
namespace UnityEditor.Rendering.HighDefinition
{
class UnlitsToHDUnlitUpgrader : MaterialUpgrader
{
string Unlit_Color = "Unlit/Color";
//string Unlit_Texture = "Unlit/Texture";
string Unlit_Transparent = "Unlit/Transparent";
string Unlit_Cutout = "Unlit/Transparent Cutout";
public UnlitsToHDUnlitUpgrader(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer = null)
{
RenameShader(sourceShaderName, destShaderName, finalizer);
if (sourceShaderName == Unlit_Color)
RenameColor("_Color", "_UnlitColor");
else // all other unlit have a texture
RenameTexture("_MainTex", "_UnlitColorMap");
if (sourceShaderName == Unlit_Cutout)
{
RenameFloat("_Cutoff", "_AlphaCutoff");
SetFloat("_AlphaCutoffEnable", 1f);
}
else
SetFloat("_AlphaCutoffEnable", 0f);
SetFloat("_SurfaceType", (sourceShaderName == Unlit_Transparent) ? 1f : 0f);
}
public override void Convert(Material srcMaterial, Material dstMaterial)
{
//dstMaterial.hideFlags = HideFlags.DontUnloadUnusedAsset;
base.Convert(srcMaterial, dstMaterial);
HDShaderUtils.ResetMaterialKeywords(dstMaterial);
}
}
}