From 767f9aa49221391ca775b0dcfbe305cbae201f72 Mon Sep 17 00:00:00 2001 From: Hazim Bin Ijaz Date: Wed, 3 Sep 2025 19:48:48 +0500 Subject: [PATCH] Converted Shaders to URP --- Assets/Editor.meta | 8 + Assets/Editor/URPMaterialConverterWindow.cs | 398 ++++++++++++++++++ .../Editor/URPMaterialConverterWindow.cs.meta | 11 + .../BreadPeel/Materials/BreadPeel.mat | 58 ++- .../Equipment/Lantern/Materials/Lantern.mat | 58 ++- .../PilgrimStick/Materials/PilgrimStick.mat | 58 ++- .../Equipment/Scythe/Materials/Scythe.mat | 58 ++- .../Textures/Apron/Apron.mat | 68 ++- .../Textures/ArmorLeg/ArmorLeg.mat | 70 ++- .../Textures/Aventail/Aventail.mat | 70 ++- .../Textures/Bag01/Bag01.mat | 70 ++- .../Textures/Bag02/Bag02.mat | 70 ++- .../Textures/Barbute/Barbute.mat | 70 ++- .../Textures/Belt01/Belt01.mat | 70 ++- .../Textures/Belt02/Belt02.mat | 70 ++- .../Textures/Belt03/Belt03.mat | 70 ++- .../Textures/BeltRing/BeltRing.mat | 70 ++- .../Textures/Belt_Large/Belt_large.mat | 72 +++- .../Textures/Belt_Rope/Belt_Rope.mat | 70 ++- .../Textures/Belt_Rope/Belt_Rope_Dirt.mat | 57 ++- .../Textures/Belt_Worn/Belt_Worn.mat | 70 ++- .../Textures/Beret/Beret.mat | 70 ++- .../Textures/Beret/Beret_White.mat | 70 ++- .../Textures/Body/Body.mat | 69 ++- .../Body/Body_NoTorsoNoLegsNoFoot.mat | 58 ++- .../Textures/Body/Legs.mat | 58 ++- .../Textures/Body/Neck.mat | 69 ++- .../Textures/Boots/Boots.mat | 70 ++- .../Textures/Brassers/Brasser.mat | 70 ++- .../Textures/Brassers/Brasser_Brown.mat | 72 +++- .../Textures/Brassers/Brasser_Red.mat | 72 +++- .../Textures/Breastplate/Breastplate.mat | 70 ++- .../Textures/Cassock/Cassock.mat | 70 ++- .../Textures/Cassock/Cassock_Brown.mat | 74 +++- .../Textures/Cassock/Cassock_Red.mat | 74 +++- .../Textures/Cassock/Cassock_White.mat | 74 +++- .../CassockHoodDown/Cassock_HoodDown.mat | 70 ++- .../Cassock_HoodDown_Brown.mat | 74 +++- .../CassockHoodDown/Cassock_HoodDown_Red.mat | 74 +++- .../Cassock_HoodDown_White.mat | 72 +++- .../Textures/Cassock_Hood/Cassock_Hood.mat | 70 ++- .../Cassock_Hood/Cassock_Hood_Brown.mat | 74 +++- .../Cassock_Hood/Cassock_Hood_Red.mat | 72 +++- .../Cassock_Hood/Cassock_Hood_White.mat | 72 +++- .../Textures/Cervelliere/Cervelliere.mat | 70 ++- .../Chainmail_Hose/Chainmail_Hose.mat | 69 ++- .../Chainmail_Hose/Chainmail_Hose_Dirt.mat | 73 +++- .../Textures/Chaperon/ChaperonHat.mat | 70 ++- .../Textures/Clogs/Clogs.mat | 74 +++- .../Textures/Coat/Coat.mat | 70 ++- .../Textures/Coat/Coat_Hospitaller.mat | 74 +++- .../Textures/Coat/Coat_Templar.mat | 74 +++- .../Textures/Coat02/Coat02.mat | 74 +++- .../Textures/CoatOfPlates/CoatOfPlates.mat | 69 ++- .../CoatOfPlates/CoatOfPlates_Leather.mat | 73 +++- .../CoatOfPlates/CoatOfPlates_Leather_Red.mat | 74 +++- .../Textures/Cotehardie/Cotehardie.mat | 69 ++- .../Textures/Cotehardie/Cotehardie_Brown.mat | 57 ++- .../Textures/Cotehardie/Cotehardie_Green.mat | 74 +++- .../Textures/Cotehardie/Cotehardie_Orange.mat | 73 +++- .../Textures/CotteOfArms/CotteOfArms.mat | 70 ++- .../CotteOfArms/CotteOfArms_Black&White.mat | 72 +++- .../CotteOfArms/CotteOfArms_Type01.mat | 74 +++- .../CotteOfArms/CotteOfArms_White&Blue.mat | 74 +++- .../Textures/Cuissards/Cuissards.mat | 70 ++- .../Textures/Cuissards/Cuissards_Brown.mat | 74 +++- .../Textures/Cuissards/Cuissards_Red.mat | 74 +++- .../Textures/Cutlery/Cutlery.mat | 70 ++- .../Textures/Doublet/Doublet.mat | 68 ++- .../Textures/Doublet/Doublet_Black.mat | 73 +++- .../Textures/Doublet/Doublet_Blue.mat | 73 +++- .../Textures/Doublet/Doublet_Red.mat | 73 +++- .../EnclosedHelmet/EnclosedHelmet.mat | 70 ++- .../Textures/Gambeson/Gambeson.mat | 69 ++- .../Textures/Gambeson/GambesonRed&Gold.mat | 74 +++- .../Gambeson/Gambeson_Black&White.mat | 73 +++- .../Textures/Gambeson/Gambeson_Black.mat | 74 +++- .../Textures/Gambeson/Gambeson_Blue.mat | 74 +++- .../Textures/Gambeson/Gambeson_Pattern01.mat | 72 +++- .../Textures/Gambeson/Gambeson_Pattern02.mat | 72 +++- .../Textures/Gambeson/Gambeson_Pattern03.mat | 72 +++- .../Textures/Gambeson/Gambeson_RedCross01.mat | 72 +++- .../Textures/Gambeson/Gambeson_RedCross02.mat | 72 +++- .../Gambeson_Opened/Gambeson_Opened.mat | 70 ++- .../Gambeson_Opened_Ornamented01.mat | 74 +++- .../Gambeson_Opened_Ornamented02.mat | 74 +++- .../Textures/Gloves/Gloves.mat | 69 ++- .../Textures/Gloves/Gloves_Gambeson.mat | 73 +++- .../Textures/Gorget/Gorget.mat | 70 ++- .../Textures/GreatHelm/GreatHelm.mat | 71 +++- .../Textures/Hands/Hands.mat | 69 ++- .../Textures/Hands/Hands_Alpha.mat | 71 +++- .../Textures/Hat01/Hat01.mat | 70 ++- .../Textures/Hat01/Hat01_red.mat | 74 +++- .../Textures/Hat02/Hat02.mat | 70 ++- .../Textures/Hat02/Hat02_Green.mat | 72 +++- .../Textures/Hat03/Hat03.mat | 70 ++- .../Textures/Hat03/Hat03_DarkBrown.mat | 74 +++- .../Textures/Hat04/Hat04.mat | 72 +++- .../Textures/Hat04/Hat04_White.mat | 74 +++- .../Textures/Hat05/Hat05.mat | 68 ++- .../Textures/Hat05/Hat05_Red.mat | 74 +++- .../Textures/Hauberk_Long/Hauberk_Long.mat | 68 ++- .../Hauberk_Long/Hauberk_Long_Dirt.mat | 72 +++- .../Textures/Hauberk_Short/Hauberk_Short.mat | 70 ++- .../Head01/MedievalCharacter_Head01.mat | 68 ++- .../Textures/Head02/Head02.mat | 68 ++- .../Textures/Head03/Head03.mat | 68 ++- .../Textures/Head04/Head04.mat | 68 ++- .../Textures/Hood01/Hood01.mat | 70 ++- .../Textures/Hood01/Hood01_Brown.mat | 74 +++- .../Textures/Hood02/Hood02.mat | 68 ++- .../Textures/Hood02/Hood02_Black.mat | 72 +++- .../Textures/Hood02/Hood02_Red.mat | 72 +++- .../Textures/JoinedHose/JoinedHose.mat | 69 ++- .../Textures/JoinedHose/JoinedHose_Blue.mat | 74 +++- .../Textures/JoinedHose/JoinedHose_Red.mat | 74 +++- .../Textures/KettleHat/Kettlehat.mat | 70 ++- .../Textures/KettleHatBig/KettleHat_Big.mat | 70 ++- .../KettleHatBig/KettleHat_Big_Blackened.mat | 72 +++- .../Knee&ElbowArmor/Knees&ElbowsArmor.mat | 70 ++- .../Textures/LeatherBoot02/LeatherBoot02.mat | 70 ++- .../Textures/LeatherGlove/LeatherGloves.mat | 69 ++- .../LeatherGlove/LeatherGloves_Gambeson.mat | 73 +++- .../LeatherGlove/LeatherGloves_Suede.mat | 72 +++- .../LeatherGloves_Suede_Gambeson.mat | 73 +++- .../Textures/LinenCoif/LinenCoif.mat | 68 ++- .../Textures/LinenCoif/LinenCoif_Dirt.mat | 74 +++- .../Textures/LinenCoif/LinenCoiff_Black.mat | 72 +++- .../Textures/LinenShirt/LinenShirt.mat | 70 ++- .../Textures/LinenShirt/LinenShirt_Dirt.mat | 74 +++- .../LinenShirt_Belt/LinenShirt_Belt.mat | 70 ++- .../LinenShirt_Belt/LinenShirt_Belt_Brown.mat | 57 ++- .../LinenShirt_Belt_Crusader.mat | 57 ++- .../Textures/LongBraies/LongBraies.mat | 70 ++- .../Textures/LongBraies/LongBraies_Dirt.mat | 72 +++- .../Textures/MailCoif/MailCoif.mat | 70 ++- .../Textures/NasalHelmet01/NasalHelmet01.mat | 70 ++- .../NasalHelmet02 Hospitaler.mat | 70 ++- .../Textures/NasalHelmet02/NasalHelmet02.mat | 70 ++- .../Textures/PaddedCoif/PaddedCoif 1.mat | 74 +++- .../Textures/PaddedCoif/PaddedCoif.mat | 70 ++- .../PaddedCoif/PaddedCoif_Black&White.mat | 74 +++- .../PaddedCoif/PaddedCoif_Red&Gold.mat | 74 +++- .../Textures/PaddedCollar/PaddedCollar.mat | 70 ++- .../Textures/PaddedLegs/PaddedLegs.mat | 69 ++- .../PaddedLegs/PaddedLegs_ArmorLegs.mat | 73 +++- .../PaddedLegs/PaddedLegs_Black&White.mat | 73 +++- .../Textures/PaddedLegs/PaddedLegs_Black.mat | 74 +++- .../Textures/PaddedLegs/PaddedLegs_Blue.mat | 74 +++- .../Textures/PaddedLegs/PaddedLegs_Boots.mat | 75 +++- .../PaddedLegs/PaddedLegs_LeatherBoots.mat | 73 +++- .../PaddedLegs/PaddedLegs_Red&Gold.mat | 74 +++- .../Textures/PaddedLegs/PaddedLegs_Red.mat | 74 +++- .../Pilosity/MedievalCharacter_Pilosity.mat | 74 +++- .../Textures/Pilosity/Pilosity_Blond.mat | 74 +++- .../Textures/Pilosity/Pilosity_Grey.mat | 74 +++- .../Textures/Purse01/Purse01.mat | 74 +++- .../Textures/Purse01/Purse01_Leather.mat | 70 ++- .../Textures/Purse02/Purse02.mat | 70 ++- .../Textures/Purse03/Purse03.mat | 70 ++- .../Textures/Quiver/Quiver.mat | 68 ++- .../Textures/Quiver/Quiver_Leather.mat | 72 +++- .../Textures/Rouelle/Rouelle.mat | 70 ++- .../Textures/Saddlebag01/Saddlebag01.mat | 70 ++- .../Textures/Saddlebag02/Saddlebag02.mat | 70 ++- .../Textures/SeparatedHose/SeparatedHose.mat | 70 ++- .../SeparatedHose/SeparatedHose_Boots.mat | 73 +++- .../SeparatedHose/SeparatedHose_Brown.mat | 72 +++- .../SeparatedHose/SeparatedHose_Grey.mat | 72 +++- .../SeparatedHose_LeatherBoots.mat | 73 +++- .../SeparatedHose/SeparatedHose_Red&white.mat | 72 +++- .../SeparatedHose/SeparatedHose_Red.mat | 72 +++- .../SeparatedHose02_A/SeparatedHose02_A.mat | 69 ++- .../SeparatedHose02_A_Dirt.mat | 73 +++- .../SeparatedHose02_B/SeparatedHose02_B.mat | 69 ++- .../SeparatedHose02_B_Blue.mat | 74 +++- .../SeparatedHose02_B_Boots.mat | 75 +++- .../Textures/Sheath/SwordSheath.mat | 68 ++- .../Textures/Shoes/Shoes.mat | 74 +++- .../Textures/Shoes/Shoes_Black.mat | 74 +++- .../Textures/Shoes/Shoes_Red.mat | 74 +++- .../Textures/Spauldron/Spauldron.mat | 70 ++- .../Textures/Straps/Straps.mat | 70 ++- .../Textures/StrawHat/StrawHat.mat | 70 ++- .../Textures/Tabard/Tabard.mat | 70 ++- .../Textures/Tabard/Tabard_Black&White.mat | 73 +++- .../Textures/Tabard/Tabard_Blue.mat | 71 +++- .../Textures/Tabard/Tabard_Hospitaller.mat | 76 +++- .../Tabard/Tabard_Hospitaller_Dirt.mat | 71 +++- .../Textures/Tabard/Tabard_RedCross01.mat | 73 +++- .../Textures/Tabard/Tabard_Templar.mat | 73 +++- .../Textures/Tabard/Tabard_Templar_Dirt.mat | 73 +++- .../Textures/Tabard/Tabard_Type01.mat | 74 +++- .../Textures/Tabard/Tabard_Type01_Dirt.mat | 74 +++- .../Textures/Tunic/Tunic.mat | 70 ++- .../Textures/Tunic/Tunic_Blue.mat | 72 +++- .../Textures/Tunic/Tunic_Crusader.mat | 57 ++- .../Textures/Tunic/Tunic_Green.mat | 57 ++- .../Textures/Tunic/Tunic_Red.mat | 72 +++- .../Textures/Tunic/Tunic_Yellow.mat | 72 +++- .../Weapons/Crossbow/Materials/Crossbow.mat | 74 +++- .../KiteShield/Materials/KiteShield.mat | 72 +++- .../Materials/KiteShield_Hospitaler.mat | 58 ++- .../Materials/KiteShield_Templar.mat | 58 ++- .../Weapons/LongBow/Materials/Longbow.mat | 74 +++- .../Materials/LongSword&Dagger.mat | 58 ++- .../Banners/Materials/Banners.mat | 56 ++- .../Banners/Materials/Banners_Hospitaler.mat | 56 ++- .../Banners/Materials/Banners_Orfiflamme.mat | 56 ++- .../Banners/Materials/Banners_Type01.mat | 56 ++- .../Banners/Materials/Banners_Type02.mat | 56 ++- .../Banners/Materials/Banners_Type03.mat | 56 ++- .../Banners/Materials/Banners_Type04.mat | 56 ++- .../Banners/Materials/Banners_Type05.mat | 56 ++- .../Banners/Materials/Banners_Type06.mat | 56 ++- .../Materials/Falchion & PunchingShield 1.mat | 58 ++- .../Materials/Falchion & PunchingShield 2.mat | 58 ++- .../Materials/Falchion & PunchingShield 3.mat | 58 ++- .../Materials/Falchion & PunchingShield 4.mat | 58 ++- .../Materials/Falchion & PunchingShield 5.mat | 58 ++- .../Materials/Falchion & PunchingShield 6.mat | 58 ++- .../Materials/Falchion & PunchingShield.mat | 58 ++- .../Pole Weapons/Materials/PoleWeapons.mat | 58 ++- .../Materials/Weapons & Shield 1.mat | 58 ++- .../Materials/Weapons & Shield 2.mat | 58 ++- .../Materials/Weapons & Shield 3.mat | 58 ++- .../Materials/Weapons & Shield 4.mat | 58 ++- .../Materials/Weapons & Shield 5.mat | 58 ++- .../Materials/Weapons & Shield 6.mat | 58 ++- .../Materials/Weapons & Shield.mat | 58 ++- 231 files changed, 14942 insertions(+), 1242 deletions(-) create mode 100644 Assets/Editor.meta create mode 100644 Assets/Editor/URPMaterialConverterWindow.cs create mode 100644 Assets/Editor/URPMaterialConverterWindow.cs.meta diff --git a/Assets/Editor.meta b/Assets/Editor.meta new file mode 100644 index 00000000..bd533b9e --- /dev/null +++ b/Assets/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 103036d8872c5e04eab2f6f2c495764e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/URPMaterialConverterWindow.cs b/Assets/Editor/URPMaterialConverterWindow.cs new file mode 100644 index 00000000..a1c077e6 --- /dev/null +++ b/Assets/Editor/URPMaterialConverterWindow.cs @@ -0,0 +1,398 @@ +// Assets/Editor/URPMaterialConverterWindow.cs +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +public class URPMaterialConverterWindow : EditorWindow +{ + private DefaultAsset _folder; // project folder reference + private bool _dryRun = false; + private bool _includeSubfolders = true; + + [MenuItem("Tools/URP Material Converter")] + public static void Open() => GetWindow("URP Material Converter"); + + private void OnGUI() + { + GUILayout.Label("Convert Built-in/BiRP materials to URP", EditorStyles.boldLabel); + EditorGUILayout.HelpBox("Select a project folder that contains .mat assets. This tool will scan and convert them to URP-compatible shaders.", MessageType.Info); + + _folder = (DefaultAsset)EditorGUILayout.ObjectField("Folder", _folder, typeof(DefaultAsset), false); + _includeSubfolders = EditorGUILayout.Toggle("Include Subfolders", _includeSubfolders); + _dryRun = EditorGUILayout.Toggle(new GUIContent("Dry Run (report only)"), _dryRun); + + using (new EditorGUI.DisabledScope(_folder == null)) + { + if (GUILayout.Button(_dryRun ? "Analyze" : "Convert to URP")) + { + var path = AssetDatabase.GetAssetPath(_folder); + if (!AssetDatabase.IsValidFolder(path)) + { + EditorUtility.DisplayDialog("Invalid Folder", "Please select a valid project folder.", "OK"); + return; + } + + ConvertAllInFolder(path, _includeSubfolders, _dryRun); + } + } + + GUILayout.Space(8); + if (GUILayout.Button("Select URP Sample Shaders (Ping)")) + { + PingURPShaders(); + } + } + + private static void ConvertAllInFolder(string folderPath, bool recursive, bool dryRun) + { + string[] searchIn = new[] { folderPath }; + string filter = "t:Material"; + var guids = AssetDatabase.FindAssets(filter, searchIn); + + int converted = 0; + int analyzed = 0; + + try + { + for (int i = 0; i < guids.Length; i++) + { + string assetPath = AssetDatabase.GUIDToAssetPath(guids[i]); + if (!assetPath.EndsWith(".mat")) continue; + + var mat = AssetDatabase.LoadAssetAtPath(assetPath); + if (mat == null) continue; + + if (EditorUtility.DisplayCancelableProgressBar( + dryRun ? "Analyzing Materials…" : "Converting Materials…", + $"{mat.name} ({i+1}/{guids.Length})", + (float)(i + 1) / guids.Length)) + { + break; + } + + bool willConvert = WillConvert(mat); + analyzed++; + + if (willConvert && !dryRun) + { + Undo.RecordObject(mat, "Convert Material to URP"); + ConvertMaterialToURP(mat); + EditorUtility.SetDirty(mat); + converted++; + } + } + } + finally + { + EditorUtility.ClearProgressBar(); + if (!dryRun) + { + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + } + } + + EditorUtility.DisplayDialog( + dryRun ? "URP Converter — Analysis" : "URP Converter — Complete", + dryRun + ? $"Analyzed {analyzed} materials.\n{CountConvertible(guids)} can be converted." + : $"Processed {analyzed} materials.\nConverted: {converted}", + "OK"); + + // Local helper to count convertible without loading twice + int CountConvertible(string[] g) + { + int c = 0; + foreach (var guid in g) + { + var p = AssetDatabase.GUIDToAssetPath(guid); + var m = AssetDatabase.LoadAssetAtPath(p); + if (m != null && WillConvert(m)) c++; + } + return c; + } + } + + private static bool WillConvert(Material mat) + { + if (mat == null || mat.shader == null) return false; + string s = mat.shader.name; + + // Skip if already URP + if (s.StartsWith("Universal Render Pipeline/")) return false; + + // Common convertible buckets + if (s == "Standard" || s == "Standard (Specular setup)") return true; + if (s.StartsWith("Unlit/")) return true; + if (s.StartsWith("Particles/Standard")) return true; + + // You can add more mappings here as needed. + return false; + } + + private static void ConvertMaterialToURP(Material mat) + { + if (mat == null || mat.shader == null) return; + + string src = mat.shader.name; + + if (src == "Standard" || src == "Standard (Specular setup)") + { + ConvertStandardToURPLit(mat, specularWorkflow: src.Contains("Specular")); + return; + } + + if (src.StartsWith("Unlit/")) + { + var urpUnlit = Shader.Find("Universal Render Pipeline/Unlit"); + if (urpUnlit != null) + { + var data = CaptureCommon(mat); + mat.shader = urpUnlit; + ApplyCommon(mat, data); + // Unlit ignores metallic/smoothness, but we still keep base/albedo/alpha/emission + ApplySurfaceSettingsFromStandard(mat); + ApplyEmission(mat, data); + } + return; + } + + if (src.StartsWith("Particles/Standard Unlit")) + { + var urpParticlesUnlit = Shader.Find("Universal Render Pipeline/Particles/Unlit"); + if (urpParticlesUnlit != null) + { + var data = CaptureCommon(mat); + mat.shader = urpParticlesUnlit; + ApplyCommon(mat, data); + ApplySurfaceSettingsFromStandard(mat); + ApplyEmission(mat, data); + } + return; + } + + if (src.StartsWith("Particles/Standard Surface")) + { + var urpParticlesLit = Shader.Find("Universal Render Pipeline/Particles/Lit"); + if (urpParticlesLit != null) + { + var data = CapturePBR(mat); + mat.shader = urpParticlesLit; + ApplyCommon(mat, data.common); + ApplyPBR(mat, data); + ApplySurfaceSettingsFromStandard(mat); + ApplyEmission(mat, data.common); + } + return; + } + + // Fallback: try to place it on URP/Lit retaining as much as possible + var fallback = Shader.Find("Universal Render Pipeline/Lit"); + if (fallback != null) + { + var data = CapturePBR(mat); + mat.shader = fallback; + ApplyCommon(mat, data.common); + ApplyPBR(mat, data); + ApplySurfaceSettingsFromStandard(mat); + ApplyEmission(mat, data.common); + } + } + + // ----- Data capture structs ----- + private struct CommonData + { + public Texture mainTex; public Color baseColor; + public Texture baseMap; // alias for mainTex + public float cutoff; public bool alphaClip; + public int renderQueue; + public Texture emissionMap; public Color emissionColor; public bool emissionEnabled; + } + + private struct PBRData + { + public CommonData common; + + // Metallic workflow + public Texture metallicGlossMap; public float metallic; public float glossiness; + + // Specular workflow + public Texture specGlossMap; public Color specColor; + + // Normals + public Texture bumpMap; public float bumpScale; + // Occlusion + public Texture occlusionMap; public float occlusionStrength; + } + + // ----- Capture/Apply helpers ----- + private static CommonData CaptureCommon(Material m) + { + var d = new CommonData(); + d.renderQueue = m.renderQueue; + + if (m.HasProperty("_MainTex")) d.mainTex = m.GetTexture("_MainTex"); + if (m.HasProperty("_BaseMap")) d.baseMap = m.GetTexture("_BaseMap"); + if (m.HasProperty("_Color")) d.baseColor = m.GetColor("_Color"); + else if (m.HasProperty("_BaseColor")) d.baseColor = m.GetColor("_BaseColor"); + else d.baseColor = Color.white; + + if (m.HasProperty("_Cutoff")) d.cutoff = m.GetFloat("_Cutoff"); + if (m.HasProperty("_AlphaClip")) d.alphaClip = m.GetFloat("_AlphaClip") > 0.5f; + + // Emission capture + d.emissionEnabled = m.IsKeywordEnabled("_EMISSION"); + if (m.HasProperty("_EmissionMap")) d.emissionMap = m.GetTexture("_EmissionMap"); + if (m.HasProperty("_EmissionColor")) d.emissionColor = m.GetColor("_EmissionColor"); + + return d; + } + + private static PBRData CapturePBR(Material m) + { + var d = new PBRData { common = CaptureCommon(m) }; + + if (m.HasProperty("_MetallicGlossMap")) d.metallicGlossMap = m.GetTexture("_MetallicGlossMap"); + if (m.HasProperty("_Metallic")) d.metallic = m.GetFloat("_Metallic"); + if (m.HasProperty("_Glossiness")) d.glossiness = m.GetFloat("_Glossiness"); // Standard + if (m.HasProperty("_Smoothness")) d.glossiness = m.GetFloat("_Smoothness"); // URP Lit also uses _Smoothness + + if (m.HasProperty("_SpecGlossMap")) d.specGlossMap = m.GetTexture("_SpecGlossMap"); + if (m.HasProperty("_SpecColor")) d.specColor = m.GetColor("_SpecColor"); + else if (m.HasProperty("_SpecularColor")) d.specColor = m.GetColor("_SpecularColor"); + + if (m.HasProperty("_BumpMap")) d.bumpMap = m.GetTexture("_BumpMap"); + if (m.HasProperty("_BumpScale")) d.bumpScale = m.GetFloat("_BumpScale"); + + if (m.HasProperty("_OcclusionMap")) d.occlusionMap = m.GetTexture("_OcclusionMap"); + if (m.HasProperty("_OcclusionStrength")) d.occlusionStrength = m.GetFloat("_OcclusionStrength"); + + return d; + } + + private static void ApplyCommon(Material m, CommonData d) + { + // Base map/color + if (m.HasProperty("_BaseMap")) + { + var tex = d.baseMap != null ? d.baseMap : d.mainTex; + m.SetTexture("_BaseMap", tex); + } + if (m.HasProperty("_BaseColor")) + m.SetColor("_BaseColor", d.baseColor == default ? Color.white : d.baseColor); + + // Alpha clip and cutoff + if (m.HasProperty("_AlphaClip")) m.SetFloat("_AlphaClip", d.alphaClip ? 1f : 0f); + if (m.HasProperty("_Cutoff")) m.SetFloat("_Cutoff", d.cutoff); + + // Keep render queue if custom + if (d.renderQueue != -1) m.renderQueue = d.renderQueue; + } + + private static void ApplyPBR(Material m, PBRData d) + { + // Metallic workflow + if (m.HasProperty("_MetallicGlossMap")) m.SetTexture("_MetallicGlossMap", d.metallicGlossMap); + if (m.HasProperty("_Metallic")) m.SetFloat("_Metallic", d.metallic); + if (m.HasProperty("_Smoothness")) m.SetFloat("_Smoothness", d.glossiness); + + // Specular workflow (URP Lit supports both via keyword) + if (m.HasProperty("_SpecGlossMap")) m.SetTexture("_SpecGlossMap", d.specGlossMap); + if (m.HasProperty("_SpecColor")) m.SetColor("_SpecColor", d.specColor == default ? Color.white : d.specColor); + + // Normals + if (m.HasProperty("_BumpMap")) m.SetTexture("_BumpMap", d.bumpMap); + if (m.HasProperty("_BumpScale")) m.SetFloat("_BumpScale", d.bumpScale); + + // Occlusion + if (m.HasProperty("_OcclusionMap")) m.SetTexture("_OcclusionMap", d.occlusionMap); + if (m.HasProperty("_OcclusionStrength")) m.SetFloat("_OcclusionStrength", Mathf.Approximately(d.occlusionStrength, 0f) ? 1f : d.occlusionStrength); + } + + private static void ApplyEmission(Material m, CommonData d) + { + bool hasMap = d.emissionMap != null; + bool hasColor = d.emissionColor.maxColorComponent > 0.0001f; + + if (m.HasProperty("_EmissionMap")) m.SetTexture("_EmissionMap", d.emissionMap); + if (m.HasProperty("_EmissionColor")) m.SetColor("_EmissionColor", hasColor ? d.emissionColor : Color.black); + + if (hasMap || hasColor || d.emissionEnabled) + m.EnableKeyword("_EMISSION"); + else + m.DisableKeyword("_EMISSION"); + } + + private static void ConvertStandardToURPLit(Material mat, bool specularWorkflow) + { + var urpLit = Shader.Find("Universal Render Pipeline/Lit"); + if (urpLit == null) return; + + var data = CapturePBR(mat); + + mat.shader = urpLit; + + ApplyCommon(mat, data.common); + ApplyPBR(mat, data); + ApplySurfaceSettingsFromStandard(mat); + ApplyEmission(mat, data.common); + } + + /// + /// Maps Standard's _Mode to URP's _Surface/_AlphaClip. Also propagates cutoff. + /// + private static void ApplySurfaceSettingsFromStandard(Material m) + { + // Standard _Mode: 0 Opaque, 1 Cutout, 2 Fade, 3 Transparent + int mode = m.HasProperty("_Mode") ? Mathf.RoundToInt(m.GetFloat("_Mode")) : 0; + + if (m.HasProperty("_Surface")) + { + if (mode == 0) // Opaque + { + m.SetFloat("_Surface", 0f); + if (m.HasProperty("_AlphaClip")) m.SetFloat("_AlphaClip", 0f); + } + else if (mode == 1) // Cutout + { + m.SetFloat("_Surface", 0f); + if (m.HasProperty("_AlphaClip")) m.SetFloat("_AlphaClip", 1f); + } + else // Fade or Transparent + { + m.SetFloat("_Surface", 1f); // Transparent + if (m.HasProperty("_AlphaClip")) m.SetFloat("_AlphaClip", 0f); + } + } + + // Keep cutoff if present + if (m.HasProperty("_Cutoff") && !m.HasProperty("_AlphaClip")) + { + // Some shaders only rely on cutoff without explicit _AlphaClip. + // Nothing special to set here; URP Lit uses _AlphaClip. + } + + // Optional: set blending for Fade (2) vs Transparent (3) + if (m.HasProperty("_Blend")) + { + // URP Lit doesn't use _Blend the same way; leaving it alone. + } + } + + private static void PingURPShaders() + { + var candidates = new[] + { + "Universal Render Pipeline/Lit", + "Universal Render Pipeline/Unlit", + "Universal Render Pipeline/Particles/Unlit", + "Universal Render Pipeline/Particles/Lit" + }; + + foreach (var n in candidates) + { + var s = Shader.Find(n); + if (s != null) EditorGUIUtility.PingObject(s); + } + } +} diff --git a/Assets/Editor/URPMaterialConverterWindow.cs.meta b/Assets/Editor/URPMaterialConverterWindow.cs.meta new file mode 100644 index 00000000..5ed550d0 --- /dev/null +++ b/Assets/Editor/URPMaterialConverterWindow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2cc9eb1e0a9fc3c46b458a517ce0e9c5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_TheTalesFactory/Medieval Civil & Soldier/Equipment/BreadPeel/Materials/BreadPeel.mat b/Assets/_TheTalesFactory/Medieval Civil & Soldier/Equipment/BreadPeel/Materials/BreadPeel.mat index 8f721aef..4a3b91a6 100644 --- a/Assets/_TheTalesFactory/Medieval Civil & Soldier/Equipment/BreadPeel/Materials/BreadPeel.mat +++ b/Assets/_TheTalesFactory/Medieval Civil & Soldier/Equipment/BreadPeel/Materials/BreadPeel.mat @@ -2,19 +2,28 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - 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