using UnityEngine; namespace AllIn13DShader { public class ConverterStandard : ConverterGeneral { public override void ApplyConversion(Material from, Material target) { base.ApplyConversion(from, target); DisableEffect("ALPHA_CUTOFF"); bool emissionEffectEnabled = from.IsKeywordEnabled("_EMISSION"); SetEnableEffect("EMISSION", emissionEffectEnabled); bool normalMapEffectEnabled = from.IsKeywordEnabled("_NORMALMAP"); SetEnableEffect("NORMAL_MAP", normalMapEffectEnabled); EnableLightModelClassic(); EnablePBR(); target.SetFloat("_ReflectionsAtten", 1.0f); bool specularEnabled = !from.IsKeywordEnabled("_SPECULARHIGHLIGHTS_OFF"); if (specularEnabled) { EnableSpecularClassic(); target.SetFloat("_SpecularAtten", 1.0f); } else { DisableEffect("SPECULARMODEL"); } DisableEffect("RIM_LIGHTING"); //Blending Mode ConvertBlending(); } protected virtual void ConvertBlending() { } } }