/** * \brief Hax! DLLs cannot interpret preprocessor directives, so this class acts as a "bridge" */ using System; using UnityEngine; using System.Collections; using System.Collections.Generic; #if MB_USING_HDRP && UNITY_2019_3_OR_NEWER using UnityEngine.Rendering.HighDefinition; #elif MB_USING_HDRP && UNITY_2018_4_OR_NEWER using UnityEngine.Experimental.Rendering.HDPipeline; #endif #if MB_USING_ADDRESSABLES using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.ResourceLocations; using UnityEngine.ResourceManagement.AsyncOperations; #endif namespace DigitalOpus.MB.Core { public class MBVersionConcrete : MBVersionInterface { public string version() { return "3.36.1"; } public int GetMajorVersion() { /* #if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 return 3; #elif UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 return 4; #else return 5; #endif */ string v = Application.unityVersion; String[] vs = v.Split(new char[] { '.' }); return Int32.Parse(vs[0]); } public int GetMinorVersion() { /* #if UNITY_3_0 || UNITY_3_0_0 return 0; #elif UNITY_3_1 return 1; #elif UNITY_3_2 return 2; #elif UNITY_3_3 return 3; #elif UNITY_3_4 return 4; #elif UNITY_3_5 return 5; #elif UNITY_4_0 || UNITY_4_0_1 return 0; #elif UNITY_4_1 return 1; #elif UNITY_4_2 return 2; #elif UNITY_4_3 return 3; #elif UNITY_4_4 return 4; #elif UNITY_4_5 return 5; #else return 0; #endif */ string v = Application.unityVersion; String[] vs = v.Split(new char[] { '.' }); return Int32.Parse(vs[1]); } public bool GetActive(GameObject go) { #if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 return go.active; #else return go.activeInHierarchy; #endif } public void SetActive(GameObject go, bool isActive) { #if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 go.active = isActive; #else go.SetActive(isActive); #endif } public void SetActiveRecursively(GameObject go, bool isActive) { #if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 go.SetActiveRecursively(isActive); #else go.SetActive(isActive); #endif } public UnityEngine.Object[] FindSceneObjectsOfType(Type t) { #if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 return GameObject.FindSceneObjectsOfType(t); #else return GameObject.FindObjectsOfType(t); #endif } public void OptimizeMesh(Mesh m) { #if UNITY_EDITOR #if UNITY_2019_1_OR_NEWER m.Optimize(); #elif UNITY_5_5_OR_NEWER // Unity 5.5 to 2018.4 UnityEditor.MeshUtility.Optimize(m); #else // Pre 5.5 m.Optimize(); #endif #endif } public bool IsRunningAndMeshNotReadWriteable(Mesh m) { if (Application.isPlaying) { #if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 return false; #else return !m.isReadable; #endif } else { return false; } } Vector2 _HALF_UV = new Vector2(.5f, .5f); public Vector2[] GetMeshUV1s(Mesh m, MB2_LogLevel LOG_LEVEL) { Vector2[] uv; #if (UNITY_4_6 || UNITY_4_7 || UNITY_4_5 || UNITY_4_3 || UNITY_4_2 || UNITY_4_1 || UNITY_4_0_1 || UNITY_4_0 || UNITY_3_5) uv = m.uv1; #else if (LOG_LEVEL >= MB2_LogLevel.warn) MB2_Log.LogDebug("UV1 does not exist in Unity 5+"); uv = m.uv; #endif if (uv.Length == 0) { if (LOG_LEVEL >= MB2_LogLevel.debug) MB2_Log.LogDebug("Mesh " + m + " has no uv1s. Generating"); if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Mesh " + m + " didn't have uv1s. Generating uv1s."); uv = new Vector2[m.vertexCount]; for (int i = 0; i < uv.Length; i++) { uv[i] = _HALF_UV; } } return uv; } public Vector2[] GetMeshUVChannel(int channel, Mesh m, MB2_LogLevel LOG_LEVEL) { Vector2[] uvs = new Vector2[0]; switch (channel) { case 0: uvs = m.uv; break; case 2: uvs = m.uv2; break; case 3: uvs = m.uv3; break; case 4: uvs = m.uv4; break; #if UNITY_2018_2_OR_NEWER case 5: uvs = m.uv5; break; case 6: uvs = m.uv6; break; case 7: uvs = m.uv7; break; case 8: uvs = m.uv8; break; #endif default: Debug.LogError("Mesh does not have UV channel " + channel); break; } if (uvs.Length == 0) { if (LOG_LEVEL >= MB2_LogLevel.debug) MB2_Log.LogDebug("Mesh " + m + " has no uv" + channel + ". Generating"); uvs = new Vector2[m.vertexCount]; for (int i = 0; i < uvs.Length; i++) { uvs[i] = _HALF_UV; } } return uvs; } public void MeshClear(Mesh m, bool t) { #if UNITY_3_5 m.Clear(); #else m.Clear(t); #endif } public void MeshAssignUVChannel(int channel, Mesh m, Vector2[] uvs) { switch (channel) { case 0: m.uv = uvs; break; case 2: m.uv2 = uvs; break; case 3: m.uv3 = uvs; break; case 4: m.uv4 = uvs; break; #if UNITY_2018_2_OR_NEWER case 5: m.uv5 = uvs; break; case 6: m.uv6 = uvs; break; case 7: m.uv7 = uvs; break; case 8: m.uv8 = uvs; break; #endif default: Debug.LogError("Mesh does not have UV channel " + channel); break; } } public Vector4 GetLightmapTilingOffset(Renderer r) { #if (UNITY_4_6 || UNITY_4_7 || UNITY_4_5 || UNITY_4_3 || UNITY_4_2 || UNITY_4_1 || UNITY_4_0_1 || UNITY_4_0 || UNITY_3_5) return r.lightmapTilingOffset ; #else return r.lightmapScaleOffset; //r.lightmapScaleOffset ; #endif } #if UNITY_5_OR_NEWER public Transform[] GetBones(Renderer r, bool isSkinnedMeshWithBones) { if (r is SkinnedMeshRenderer) { Transform[] bone; //check if I need to deoptimize Animator anim = r.GetComponentInParent(); if (anim != null) { if (anim.hasTransformHierarchy) { //nothing to do } else if (anim.isOptimizable) { //Deoptimize AnimatorUtility.DeoptimizeTransformHierarchy(anim.gameObject); } else { Debug.LogError("Could not getBones. Bones optimized but could not create TransformHierarchy."); return null; } bone = ((SkinnedMeshRenderer)r).bones; //can't deoptimize here because the transforms need to exist for the combined mesh } else { //no Animator component but check to see if bones were optimized on import bone = ((SkinnedMeshRenderer)r).bones; #if UNITY_EDITOR if (bone.Length == 0) { Mesh m = ((SkinnedMeshRenderer)r).sharedMesh; if (m.bindposes.Length != bone.Length) Debug.LogError("SkinnedMesh (" + r.gameObject + ") in the list of objects to combine has no bones. Check that 'optimize game object' is not checked in the 'Rig' tab of the asset importer. Mesh Baker cannot combine optimized skinned meshes because the bones are not available."); } #endif } return bone; } else if (r is MeshRenderer) { Transform[] bone = new Transform[1]; bone[0] = r.transform; return bone; } else { Debug.LogError("Could not getBones. Object is not a Renderer."); return null; } } #else public Transform[] GetBones(Renderer r, bool isSkinnedMeshWithBones) { if (isSkinnedMeshWithBones) { Transform[] bone = ((SkinnedMeshRenderer)r).bones; #if UNITY_EDITOR if (bone.Length == 0) { Mesh m = ((SkinnedMeshRenderer)r).sharedMesh; if (m.bindposes.Length != bone.Length) Debug.LogError("SkinnedMesh (" + r.gameObject + ") in the list of objects to combine has no bones. Check that 'optimize game object' is not checked in the 'Rig' tab of the asset importer. Mesh Baker cannot combine optimized skinned meshes because the bones are not available."); } #endif return bone; } else if (r is MeshRenderer || (r is SkinnedMeshRenderer && !isSkinnedMeshWithBones)) { Transform[] bone = new Transform[1]; bone[0] = r.transform; return bone; } else { Debug.LogError("Could not getBones. Object does not have a renderer"); return null; } } #endif public int GetBlendShapeFrameCount(Mesh m, int shapeIndex) { #if UNITY_5_3_OR_NEWER return m.GetBlendShapeFrameCount(shapeIndex); #else return 0; #endif } public float GetBlendShapeFrameWeight(Mesh m, int shapeIndex, int frameIndex) { #if UNITY_5_3_OR_NEWER return m.GetBlendShapeFrameWeight(shapeIndex, frameIndex); #else return 0; #endif } public void GetBlendShapeFrameVertices(Mesh m, int shapeIndex, int frameIndex, Vector3[] vs, Vector3[] ns, Vector3[] ts) { #if UNITY_5_3_OR_NEWER m.GetBlendShapeFrameVertices(shapeIndex, frameIndex, vs, ns, ts); #endif } public void ClearBlendShapes(Mesh m) { #if UNITY_5_3_OR_NEWER m.ClearBlendShapes(); #endif } public void AddBlendShapeFrame(Mesh m, string nm, float wt, Vector3[] vs, Vector3[] ns, Vector3[] ts) { #if UNITY_5_3_OR_NEWER m.AddBlendShapeFrame(nm, wt, vs, ns, ts); #endif } public int MaxMeshVertexCount() { #if UNITY_2017_3_OR_NEWER return 2147483646; #else return 65535; #endif } public void SetMeshIndexFormatAndClearMesh(Mesh m, int numVerts, bool vertices, bool justClearTriangles) { #if UNITY_2017_3_OR_NEWER if (vertices && numVerts > 65534 && m.indexFormat == UnityEngine.Rendering.IndexFormat.UInt16) { MBVersion.MeshClear(m, false); m.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; return; } else if (vertices && numVerts <= 65534 && m.indexFormat == UnityEngine.Rendering.IndexFormat.UInt32) { MBVersion.MeshClear(m, false); m.indexFormat = UnityEngine.Rendering.IndexFormat.UInt16; return; } #endif if (justClearTriangles) { MBVersion.MeshClear(m, true); //clear just triangles } else {//clear all the data and start with a blank mesh MBVersion.MeshClear(m, false); } } public bool GraphicsUVStartsAtTop() { #if UNITY_2017_1_OR_NEWER return SystemInfo.graphicsUVStartsAtTop; #else if (SystemInfo.graphicsDeviceVersion.Contains("metal")) { return false; } else { // "opengl es, direct3d" return true; } #endif } public bool IsTextureReadable(Texture2D tex) { #if UNITY_2018_3_OR_NEWER return tex.isReadable; #else try { tex.GetPixel(0, 0); return true; } catch { return false; } #endif } public bool CollectPropertyNames(List texPropertyNames, ShaderTextureProperty[] shaderTexPropertyNames, List _customShaderPropNames, Material resultMaterial, MB2_LogLevel LOG_LEVEL) { #if UNITY_2019_3_OR_NEWER // 2018.2 and up // Collect the property names from the shader // Check with the lists of property names to flag which ones are normal maps. if (resultMaterial != null && resultMaterial.shader != null) { Shader s = resultMaterial.shader; for (int i = 0; i < s.GetPropertyCount(); i++) { if (s.GetPropertyType(i) == UnityEngine.Rendering.ShaderPropertyType.Texture) { string matPropName = s.GetPropertyName(i); if (resultMaterial.GetTextureOffset(matPropName) != new Vector2(0f, 0f)) { if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material has non-zero offset for property " + matPropName + ". This is probably incorrect."); } if (resultMaterial.GetTextureScale(matPropName) != new Vector2(1f, 1f)) { if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material should probably have tiling of 1,1 for propert " + matPropName); } ShaderTextureProperty pn = null; // We need to know if the property is a normal map or not. // first check the list of default names for (int defaultIdx = 0; defaultIdx < shaderTexPropertyNames.Length; defaultIdx++) { if (shaderTexPropertyNames[defaultIdx].name == matPropName) { pn = new ShaderTextureProperty(matPropName, shaderTexPropertyNames[defaultIdx].isNormalMap); } } // now check the list of custom property names for (int custPropIdx = 0; custPropIdx < _customShaderPropNames.Count; custPropIdx++) { if (_customShaderPropNames[custPropIdx].name == matPropName) { pn = new ShaderTextureProperty(matPropName, _customShaderPropNames[custPropIdx].isNormalMap); } } if (pn == null) { pn = new ShaderTextureProperty(matPropName, false, true); } texPropertyNames.Add(pn); } } // If using URP or HDRP AND using a prepackaged pipeline shader AND both _BaseMap and _MainTex are present, get rid of _MainTex since its essentially a duplicate of _BaseMap MBVersion.PipelineType pipelineType = DetectPipeline(); int _MainTexIndex = texPropertyNames.FindIndex(pn => pn.name.Equals("_MainTex")); if (pipelineType == MBVersion.PipelineType.URP && s.name.StartsWith("Universal Render Pipeline/") && _MainTexIndex != -1 && texPropertyNames.FindIndex(pn => pn.name.Equals("_BaseMap")) != -1) { texPropertyNames.RemoveAt(_MainTexIndex); //Debug.Log("Removed _MainTex"); } // HDRP uses _BaseColorMap instead of _BaseMap but same idea else if (pipelineType == MBVersion.PipelineType.HDRP && s.name.StartsWith("HDRP/") && _MainTexIndex != -1 && texPropertyNames.FindIndex(pn => pn.name.Equals("_BaseColorMap")) != -1) { texPropertyNames.RemoveAt(_MainTexIndex); //Debug.Log("Removed _MainTex"); } } return true; #elif UNITY_2018_3_OR_NEWER // 2018.2 and up // Collect the property names from the material // Check with the lists of property names to flag which ones are normal maps. string[] matPropertyNames = resultMaterial.GetTexturePropertyNames(); for (int matIdx = 0; matIdx < matPropertyNames.Length; matIdx++) { string matPropName = matPropertyNames[matIdx]; if (resultMaterial.GetTextureOffset(matPropName) != new Vector2(0f, 0f)) { if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material has non-zero offset for property " + matPropName + ". This is probably incorrect."); } if (resultMaterial.GetTextureScale(matPropName) != new Vector2(1f, 1f)) { if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material should probably have tiling of 1,1 for propert " + matPropName); } ShaderTextureProperty pn = null; // We need to know if the property is a normal map or not. // first check the list of default names for (int defaultIdx = 0; defaultIdx < shaderTexPropertyNames.Length; defaultIdx++) { if (shaderTexPropertyNames[defaultIdx].name == matPropName) { pn = new ShaderTextureProperty(matPropName, shaderTexPropertyNames[defaultIdx].isNormalMap); } } // now check the list of custom property names for (int custPropIdx = 0; custPropIdx < _customShaderPropNames.Count; custPropIdx++) { if (_customShaderPropNames[custPropIdx].name == matPropName) { pn = new ShaderTextureProperty(matPropName, _customShaderPropNames[custPropIdx].isNormalMap); } } if (pn == null) { pn = new ShaderTextureProperty(matPropName, false, true); } texPropertyNames.Add(pn); } return true; #else { // Pre 2018.2, doesn't have API for querying material for property names. //Collect the property names for the textures string shaderPropStr = ""; for (int i = 0; i < shaderTexPropertyNames.Length; i++) { if (resultMaterial.HasProperty(shaderTexPropertyNames[i].name)) { shaderPropStr += ", " + shaderTexPropertyNames[i].name; if (!texPropertyNames.Contains(shaderTexPropertyNames[i])) texPropertyNames.Add(shaderTexPropertyNames[i]); if (resultMaterial.GetTextureOffset(shaderTexPropertyNames[i].name) != new Vector2(0f, 0f)) { if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material has non-zero offset. This is may be incorrect."); } if (resultMaterial.GetTextureScale(shaderTexPropertyNames[i].name) != new Vector2(1f, 1f)) { if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material should have tiling of 1,1"); } } } for (int i = 0; i < _customShaderPropNames.Count; i++) { if (resultMaterial.HasProperty(_customShaderPropNames[i].name)) { shaderPropStr += ", " + _customShaderPropNames[i].name; texPropertyNames.Add(_customShaderPropNames[i]); if (resultMaterial.GetTextureOffset(_customShaderPropNames[i].name) != new Vector2(0f, 0f)) { if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material has non-zero offset. This is probably incorrect."); } if (resultMaterial.GetTextureScale(_customShaderPropNames[i].name) != new Vector2(1f, 1f)) { if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material should probably have tiling of 1,1."); } } else { if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("Result material shader does not use property " + _customShaderPropNames[i].name + " in the list of custom shader property names"); } } } return true; #endif } public void DoSpecialRenderPipeline_TexturePackerFastSetup(GameObject cameraGameObject) { #if MB_USING_HDRP && UNITY_2018_4_OR_NEWER MBVersion.PipelineType pipelineType = DetectPipeline(); if (pipelineType != MBVersion.PipelineType.HDRP) { Debug.LogError("The 'PlayerSettings -> Other Settings -> Scripting Define Symbols' included the symbol 'MB_USING_HDRP' which should only be used " + "if the GraphicsSettings -> Render Pipeline Asset is HDRenderPipelineAsset. The Render Pipeline Asset is NOT HDRenderPipelineAsset. Please " + " remove the symbol MB_USING_HDRP from PlayerSettings -> Other Settings -> Scripting Define Symbols"); } HDAdditionalCameraData acd = cameraGameObject.GetComponent(); if (acd == null) { acd = cameraGameObject.AddComponent(); } acd.volumeLayerMask = LayerMask.GetMask("UI"); #endif } public ColorSpace GetProjectColorSpace() { #if UNITY_EDITOR if (Application.isEditor) { return UnityEditor.PlayerSettings.colorSpace; } #endif if (QualitySettings.desiredColorSpace != QualitySettings.activeColorSpace) { Debug.LogError("The active color space (" + QualitySettings.activeColorSpace + ") is not the desired color space (" + QualitySettings.desiredColorSpace + "). Baked atlases may be off."); } return QualitySettings.activeColorSpace; } public MBVersion.PipelineType DetectPipeline() { #if UNITY_2019_1_OR_NEWER if (UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset != null) { // SRP var srpType = UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset.GetType().ToString(); if (srpType.Contains("HDRenderPipelineAsset")) { return MBVersion.PipelineType.HDRP; } else if (srpType.Contains("UniversalRenderPipelineAsset") || srpType.Contains("LightweightRenderPipelineAsset")) { return MBVersion.PipelineType.URP; } else return MBVersion.PipelineType.Unsupported; } #elif UNITY_2017_1_OR_NEWER if (UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset != null) { // SRP not supported before 2019 return MBVersion.PipelineType.Unsupported; } #endif // no SRP return MBVersion.PipelineType.Default; } public string UnescapeURL(string url) { #if UNITY_2017_3_OR_NEWER return UnityEngine.Networking.UnityWebRequest.UnEscapeURL(url); #else // Not correct but not going to spend a lot of effort writing custom // code for versions of Unity soon to be depricated. return url; #endif } public IEnumerator FindRuntimeMaterialsFromAddresses(MB2_TextureBakeResults texBakeResult, MB2_TextureBakeResults.CoroutineResult isComplete) { #if MB_USING_ADDRESSABLES Debug.LogError("Currently the runtimeMaterial is not used. This may change in the future."); /* if (!Application.isPlaying) { Debug.LogError("FindRuntimeMaterialsFromAddresses is a coroutine. It is only necessary to use this at runtime."); yield break; } // Find a distinct set of addressable keys from the TextureBakeResult. List distinctMats = new List(); for (int i = 0; i < texBakeResult.materialsAndUVRects.Length; i++) { int idx = distinctMats.FindIndex(0, distinctMats.Count, x => x.material == texBakeResult.materialsAndUVRects[i].material); if (idx == -1) { distinctMats.Add(texBakeResult.materialsAndUVRects[i]); idx = distinctMats.Count - 1; } } List keys = new List(); for (int i = 0; i < distinctMats.Count; i++) { if (distinctMats[i].matAddressablesPKey != null && distinctMats[i].matAddressablesPKey != "") keys.Add(distinctMats[i].matAddressablesPKey); } // Look up the locations for these keys. AsyncOperationHandle> locations = Addressables.LoadResourceLocationsAsync((IEnumerable) keys, Addressables.MergeMode.Union, typeof(Material)); yield return locations; // Look up the materials for these locations. Dictionary address_2_material_map = new Dictionary(); int numCalled = 0; foreach (IResourceLocation location in locations.Result) { AsyncOperationHandle handle = Addressables.LoadAssetAsync(location); handle.Completed += obj => address_2_material_map.Add(location.PrimaryKey, obj.Result); yield return handle; numCalled++; } // Assign the found materials to the TextureBakeResult. int numRuntimeMatsMapped = 0; for (int i = 0; i < texBakeResult.materialsAndUVRects.Length; i++) { if (address_2_material_map.ContainsKey(texBakeResult.materialsAndUVRects[i].matAddressablesPKey)) { texBakeResult.materialsAndUVRects[i].runtimeMaterial = address_2_material_map[texBakeResult.materialsAndUVRects[i].matAddressablesPKey]; numRuntimeMatsMapped++; } } */ isComplete.isComplete = true; yield break; #else if (!Application.isPlaying) Debug.LogError("FindRuntimeMaterialsFromAddresses is a coroutine. It is only necessary to use this at runtime."); Debug.LogError("The MB_USING_ADDRESSABLES define was not set in PlayerSettings -> Script Define Symbols. If you are using addressables and you want to use this method, that must be set."); isComplete.isComplete = true; yield break; #endif } public bool IsAssetInProject(UnityEngine.Object target) { #if UNITY_EDITOR if (UnityEditor.AssetDatabase.Contains(target)) { return true; } else { return false; } #else return false; #endif } } }