以下代码功能是把材质从HDRP转换到URP。具体根据需要添加字段
代码附加到一个物体上,先右键执行初始化。然后右键选择转换。
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
[System.Serializable]
public class TextureMap
{
public string source;
public string target;
[HideInInspector]
public Texture tex;
}
[System.Serializable]
public class ShaderPair
{
public Shader source;
public Shader target;
}
public class HdrpToUrpConverter : MonoBehaviour
{
// Start is called before the first frame update
[Header("指定文件夹,默认是根目录")]
public string root;
[Header("要替换的贴图")]
public List<TextureMap> mapProperties;
public List<ShaderPair> shaderpairs;
private string[] kvs = new string[]
{
"_MainTex", "_BaseMap", "_BaseColorMap", "_BaseMap", "_NormalMap", "_BumpMap", "_AlphaCutoffEnabled",
"_AlphaClip"
};
private string[] shadderKvs = new[]
{
"HDRP/Lit", "Universal Render Pipeline/Lit", "HDRP/Unlit", "Universal Render Pipeline/Unlit"
};
[ContextMenu("初始化工具")]
private void ManualValidate()
{
mapProperties = new();
for (var i = 0; i < kvs.Length; i+=2)
{
mapProperties.Add(new TextureMap()
{
source = kvs[i],
target = kvs[i+1]
});
}
shaderpairs = new List<ShaderPair>();
for (var index = 0; index < shadderKvs.Length; index+=2)
{
var s = shadderKvs[index];
var t = shadderKvs[index +1];
shaderpairs.Add(new ShaderPair()
{
source = Shader.Find(s),
target = Shader.Find(t)
});
}
}
private void Start()
{
}
public Shader GetURPShader(Shader source)
{
foreach (var s in shaderpairs)
{
if (s.source == source) return s.target;
}
return Shader.Find("Universal Render Pipeline/Lit");
}
public Shader GetHDRPShader(Shader target)
{
foreach (var s in shaderpairs)
{
if (s.target == target) return s.source;
}
return Shader.Find("HDRP/Lit");
}
public void ReplaceToUrp(Material mat,Shader s)
{
foreach (var p in mapProperties)
{
if (mat.HasProperty(p.source))
{
p.tex = mat.GetTexture(p.source);
}
}
mat.shader = s;
foreach (var p in mapProperties)
{
if (mat.HasProperty(p.target))
{
mat.SetTexture(p.target,p.tex );
}
}
}
public void ReplaceToHDRP(Material mat,Shader s)
{
foreach (var p in mapProperties)
{
if (mat.HasProperty(p.target))
{
p.tex = mat.GetTexture(p.target);
}
}
mat.shader = s;
foreach (var p in mapProperties)
{
if (mat.HasProperty(p.source))
{
mat.SetTexture(p.source,p.tex );
}
}
}
public void WalkthroughMaterials(string folder,Action<Material ,Shader> replace,Func<Shader,Shader>getShader)
{
folder = "Assets/"+folder;
string[] allFiles = Directory.GetFiles(folder, "*.mat", SearchOption.AllDirectories);
foreach (string file in allFiles)
{
Material mat = AssetDatabase.LoadAssetAtPath<Material>(file);
if (mat != null)
{
var s = getShader(mat.shader);
replace(mat,s);
// Do something with the material
}
}
}
[ContextMenu("HDRP到URP")]
void Hdrp2Urp()
{
WalkthroughMaterials(root,ReplaceToUrp,GetURPShader);
}
[ContextMenu("URP到HDRP")]
void Urp2Hdrp()
{
WalkthroughMaterials(root,ReplaceToHDRP,GetHDRPShader);
}
}
该代码实现了一个Unity编辑器脚本,用于将使用HighDefinitionRenderPipeline(HDRP)的材质和着色器转换为UniversalRenderPipeline(URP)。它遍历指定文件夹中的所有材质,根据预定义的纹理和着色器映射进行替换。转换过程包括查找源属性并设置目标属性,以及在HDRP和URP之间映射着色器。


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