Files

86 lines
2.3 KiB
GDScript
Raw Permalink Normal View History

@tool
extends SceneTree
# One-shot migration tool: walk every resource that can carry a ShaderMaterial
# (.material, .tres, .mesh, .scn, .gltf, .glb, .tscn) and fix Godot 3 -> 4
# shader code in-place, saving where possible.
#
# Run with: godot --headless --script scripts/migrate_shaders.gd
const REPLACEMENTS := [
["depth_draw_alpha_prepass", "depth_prepass_alpha"],
["hint_color", "source_color"],
["hint_albedo", "source_color"],
["hint_black_albedo", "source_color"],
["hint_white", ""],
["hint_black", ""],
["hint_aniso", "hint_anisotropy"],
["NORMALMAP", "NORMAL_MAP"],
]
const EXTENSIONS := [".material", ".tres", ".mesh"]
func _init() -> void:
var fixed := 0
var checked := 0
for path in _find_resources("res://assets"):
checked += 1
var res = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
if res == null:
continue
var dirty := false
# Direct ShaderMaterial
if res is ShaderMaterial:
dirty = _fix_shader_material(res) or dirty
# ArrayMesh (surface materials embedded)
if res is ArrayMesh:
for surf in range(res.get_surface_count()):
var mat = res.surface_get_material(surf)
if mat is ShaderMaterial:
if _fix_shader_material(mat):
res.surface_set_material(surf, mat)
dirty = true
if dirty:
var err = ResourceSaver.save(res, path)
if err == OK:
fixed += 1
print("FIXED ", path)
else:
push_error("Failed to save " + path + " (err=" + str(err) + ")")
print("Done. checked=", checked, " fixed=", fixed)
quit()
func _fix_shader_material(mat: ShaderMaterial) -> bool:
if mat.shader == null:
return false
var old_code: String = mat.shader.code
var new_code := old_code
for pair in REPLACEMENTS:
new_code = new_code.replace(pair[0], pair[1])
if new_code == old_code:
return false
mat.shader.code = new_code
return true
func _find_resources(dir_path: String) -> Array:
var result := []
var dir = DirAccess.open(dir_path)
if dir == null:
return result
dir.list_dir_begin()
var name = dir.get_next()
while name != "":
if name == "." or name == "..":
name = dir.get_next()
continue
var sub = dir_path + "/" + name
if dir.current_is_dir():
result.append_array(_find_resources(sub))
else:
for ext in EXTENSIONS:
if name.ends_with(ext):
result.append(sub)
break
name = dir.get_next()
return result