using System.Collections.Generic;
using System;
using UnityEngine;
namespace UnityEditor.Rendering
{
public partial class MaterialUpgrader
{
///
/// Material Upgrader dialog text.
///
[Obsolete("DialogText has been deprecated. #from(6000.3)")]
public static class DialogText
{
/// Material Upgrader title.
public static readonly string title = "Material Upgrader";
/// Material Upgrader proceed.
public static readonly string proceed = "Proceed";
/// Material Upgrader Ok.
public static readonly string ok = "OK";
/// Material Upgrader cancel.
public static readonly string cancel = "Cancel";
/// Material Upgrader no selection message.
public static readonly string noSelectionMessage = "You must select at least one material.";
/// Material Upgrader project backup message.
public static readonly string projectBackMessage = "Make sure to have a project backup before proceeding.";
}
///
/// Checking if project folder contains any materials that are not using built-in shaders.
///
/// List if MaterialUpgraders
/// Returns true if at least one material uses a non-built-in shader (ignores Hidden, HDRP and Shader Graph Shaders)
[Obsolete("Please directly use ProjectContainsNonAutomaticUpgradePath now. #from(6000.3)")]
public static bool ProjectFolderContainsNonBuiltinMaterials(List upgraders)
{
string[] pathsWhiteList = new[]
{
"Hidden/",
"HDRP/",
"Shader Graphs/"
};
foreach (var material in AssetDatabaseHelper.FindAssets(".mat"))
{
if (material.shader.name.ContainsAny(pathsWhiteList))
continue;
if (!IsMaterialUpgradable(upgraders, material))
return true;
}
return false;
}
}
}