Merge pull request #2811 from saturday06/fix-unity-6.1-shader-util-warnings

Unity 6.2 以降で ShaderUtil の一部のメンバーが Obsolete 警告を出すのに対応
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ousttrue 2026-07-06 19:43:31 +09:00 committed by GitHub
commit 1e7976eb5f
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7 changed files with 35 additions and 35 deletions

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@ -34,14 +34,14 @@ namespace UniGLTF
foreach (var material in materials)
{
var shader = material.shader;
int propertyCount = ShaderUtil.GetPropertyCount(shader);
int propertyCount = shader.GetPropertyCount();
for (int i = 0; i < propertyCount; i++)
{
if (ShaderUtil.GetPropertyType(shader, i) == ShaderUtil.ShaderPropertyType.TexEnv)
if (shader.GetPropertyType(i) == UnityEngine.Rendering.ShaderPropertyType.Texture)
{
if ((material.GetTexture(ShaderUtil.GetPropertyName(shader, i)) != null))
if (material.GetTexture(shader.GetPropertyName(i)) != null)
{
var textureName = material.GetTexture(ShaderUtil.GetPropertyName(shader, i)).name;
var textureName = material.GetTexture(shader.GetPropertyName(i)).name;
if (!textureNameList.Contains(textureName))
textureNameList.Add(textureName);
}

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@ -93,7 +93,7 @@ namespace VRM
{
switch (propItem.PropertyType)
{
case ShaderUtil.ShaderPropertyType.Color:
case UnityEngine.Rendering.ShaderPropertyType.Color:
{
property.FindPropertyRelative("BaseValue").vector4Value = propItem.DefaultValues;
@ -107,7 +107,7 @@ namespace VRM
}
break;
case ShaderUtil.ShaderPropertyType.TexEnv:
case UnityEngine.Rendering.ShaderPropertyType.Texture:
{
property.FindPropertyRelative("BaseValue").vector4Value = propItem.DefaultValues;

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@ -24,7 +24,7 @@ namespace VRM
if (m.shader.name == "VRM/MToon")
{
// [Unity列挙]
// * UnityEditor.ShaderUtil により Shader の Property を列挙する。Editor専用。
// * Shader の Property を列挙する。Editor専用。
// * あらかじめEditorで実行して property 一覧をハードコーディングしてある `Assets\VRMShaders\VRM\IO\Runtime\VRM\PreExportShaders_VRM.cs` 界隈。
// * 今は "VRM/MToon" のみ
//

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@ -14,7 +14,7 @@ namespace VRM
[Serializable]
public struct PropItem
{
public ShaderUtil.ShaderPropertyType PropertyType;
public UnityEngine.Rendering.ShaderPropertyType PropertyType;
public Vector4 DefaultValues;
}
#endif
@ -42,14 +42,14 @@ namespace VRM
#if UNITY_EDITOR
var propNames = new List<string>();
for (int i = 0; i < ShaderUtil.GetPropertyCount(material.shader); ++i)
for (int i = 0; i < material.shader.GetPropertyCount(); ++i)
{
var propType = ShaderUtil.GetPropertyType(material.shader, i);
var name = ShaderUtil.GetPropertyName(material.shader, i);
var propType = material.shader.GetPropertyType(i);
var name = material.shader.GetPropertyName(i);
switch (propType)
{
case ShaderUtil.ShaderPropertyType.Color:
case UnityEngine.Rendering.ShaderPropertyType.Color:
// 色
item.PropMap.Add(name, new PropItem
{
@ -59,7 +59,7 @@ namespace VRM
propNames.Add(name);
break;
case ShaderUtil.ShaderPropertyType.TexEnv:
case UnityEngine.Rendering.ShaderPropertyType.Texture:
// テクスチャ
{
name += "_ST";

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@ -33,15 +33,15 @@ namespace VRM
public ShaderProperty[] Properties;
#if UNITY_EDITOR
static ShaderPropertyType ConvType(ShaderUtil.ShaderPropertyType src)
static ShaderPropertyType ConvType(UnityEngine.Rendering.ShaderPropertyType src)
{
switch (src)
{
case ShaderUtil.ShaderPropertyType.TexEnv: return ShaderPropertyType.TexEnv;
case ShaderUtil.ShaderPropertyType.Color: return ShaderPropertyType.Color;
case ShaderUtil.ShaderPropertyType.Float: return ShaderPropertyType.Float;
case ShaderUtil.ShaderPropertyType.Range: return ShaderPropertyType.Range;
case ShaderUtil.ShaderPropertyType.Vector: return ShaderPropertyType.Vector;
case UnityEngine.Rendering.ShaderPropertyType.Texture: return ShaderPropertyType.TexEnv;
case UnityEngine.Rendering.ShaderPropertyType.Color: return ShaderPropertyType.Color;
case UnityEngine.Rendering.ShaderPropertyType.Float: return ShaderPropertyType.Float;
case UnityEngine.Rendering.ShaderPropertyType.Range: return ShaderPropertyType.Range;
case UnityEngine.Rendering.ShaderPropertyType.Vector: return ShaderPropertyType.Vector;
default: throw new NotImplementedException();
}
}
@ -49,10 +49,10 @@ namespace VRM
public static ShaderProps FromShader(Shader shader)
{
var properties = new List<ShaderProperty>();
for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i)
for (int i = 0; i < shader.GetPropertyCount(); ++i)
{
var name = ShaderUtil.GetPropertyName(shader, i);
var propType = ShaderUtil.GetPropertyType(shader, i);
var name = shader.GetPropertyName(i);
var propType = shader.GetPropertyType(i);
properties.Add(new ShaderProperty(name, ConvType(propType)));
}

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@ -16,14 +16,14 @@ namespace UniVRM10
var propNames = new List<string>();
var hasError = false;
for (int i = 0; i < ShaderUtil.GetPropertyCount(material.shader); ++i)
for (int i = 0; i < material.shader.GetPropertyCount(); ++i)
{
var propType = ShaderUtil.GetPropertyType(material.shader, i);
var name = ShaderUtil.GetPropertyName(material.shader, i);
var propType = material.shader.GetPropertyType(i);
var name = material.shader.GetPropertyName(i);
switch (propType)
{
case ShaderUtil.ShaderPropertyType.Color:
case UnityEngine.Rendering.ShaderPropertyType.Color:
// 色
{
if (!PreviewMaterialItem.TryGetBindType(name, out var bindType))
@ -50,7 +50,7 @@ namespace UniVRM10
}
break;
case ShaderUtil.ShaderPropertyType.TexEnv:
case UnityEngine.Rendering.ShaderPropertyType.Texture:
break;
}
}

View File

@ -75,18 +75,18 @@ namespace UniVRM10
Assert.AreEqual(lhs.name, rhs.name);
Assert.AreEqual(lhs.shader, rhs.shader);
var sb = new StringBuilder();
for (int i = 0; i < ShaderUtil.GetPropertyCount(lhs.shader); ++i)
for (int i = 0; i < lhs.shader.GetPropertyCount(); ++i)
{
var prop = ShaderUtil.GetPropertyName(lhs.shader, i);
var prop = lhs.shader.GetPropertyName(i);
if (s_ignoreProps.Contains(prop))
{
continue;
}
switch (ShaderUtil.GetPropertyType(lhs.shader, i))
switch (lhs.shader.GetPropertyType(i))
{
case UnityEditor.ShaderUtil.ShaderPropertyType.Color:
case UnityEditor.ShaderUtil.ShaderPropertyType.Vector:
case UnityEngine.Rendering.ShaderPropertyType.Color:
case UnityEngine.Rendering.ShaderPropertyType.Vector:
{
var l = lhs.GetVector(prop);
var r = rhs.GetVector(prop);
@ -97,8 +97,8 @@ namespace UniVRM10
}
break;
case UnityEditor.ShaderUtil.ShaderPropertyType.Float:
case UnityEditor.ShaderUtil.ShaderPropertyType.Range:
case UnityEngine.Rendering.ShaderPropertyType.Float:
case UnityEngine.Rendering.ShaderPropertyType.Range:
{
var l = lhs.GetFloat(prop);
var r = rhs.GetFloat(prop);
@ -109,7 +109,7 @@ namespace UniVRM10
}
break;
case UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv:
case UnityEngine.Rendering.ShaderPropertyType.Texture:
{
var l = lhs.GetTextureOffset(prop);
var r = rhs.GetTextureOffset(prop);