public static ByteBuffer Save(UnityEngine.Material material) { FlatBufferBuilder builder = new FlatBufferBuilder(InitBufferSize); int count = ShaderUtil.GetPropertyCount(material.shader); List <Offset <ShaderProperty> > listOffShaderProperties = new List <Offset <ShaderProperty> >(); for (int i = 0; i < count; i++) { string name = ShaderUtil.GetPropertyName(material.shader, i); ShaderUtil.ShaderPropertyType type = ShaderUtil.GetPropertyType(material.shader, i); Schema.ShaderPropertyValue valueType = ShaderPropertyValue.NONE; int valueOffset = -1; switch (type) { case ShaderUtil.ShaderPropertyType.Color: { UnityEngine.Color c = material.GetColor(name); ShaderPropertyColor.StartShaderPropertyColor(builder); ShaderPropertyColor.AddColor(builder, Schema.Color.CreateColor(builder, c.a, c.b, c.g, c.r)); Offset <ShaderPropertyColor> offset = ShaderPropertyColor.EndShaderPropertyColor(builder); valueType = ShaderPropertyValue.ShaderPropertyColor; valueOffset = offset.Value; } break; case ShaderUtil.ShaderPropertyType.Vector: { Vector4 v = material.GetVector(name); ShaderPropertyVector.StartShaderPropertyVector(builder); ShaderPropertyVector.AddVector(builder, Schema.Vec4.CreateVec4(builder, v.x, v.y, v.z, v.w)); Offset <ShaderPropertyVector> offset = ShaderPropertyVector.EndShaderPropertyVector(builder); valueType = ShaderPropertyValue.ShaderPropertyVector; valueOffset = offset.Value; } break; case ShaderUtil.ShaderPropertyType.Range: case ShaderUtil.ShaderPropertyType.Float: { float f = material.GetFloat(name); ShaderPropertyFloat.StartShaderPropertyFloat(builder); ShaderPropertyFloat.AddValue(builder, f); Offset <ShaderPropertyFloat> offset = ShaderPropertyFloat.EndShaderPropertyFloat(builder); valueType = ShaderPropertyValue.ShaderPropertyFloat; valueOffset = offset.Value; } break; case ShaderUtil.ShaderPropertyType.TexEnv: { UnityEngine.Texture t = material.GetTexture(name); string textureName = "$NULL_TEXTURE"; if (t != null) { textureName = AssetDatabase.GetAssetPath(t.GetInstanceID()); if (string.IsNullOrEmpty(textureName)) { textureName = t.name; } else { textureName = textureName.Substring(ArtWork.path.Length); textureName = System.IO.Path.GetDirectoryName(textureName) + "/" + System.IO.Path.GetFileNameWithoutExtension(textureName); } } Vector2 toffset = material.GetTextureOffset(name); Vector2 tscale = material.GetTextureScale(name); StringOffset pathOffset = builder.CreateString(textureName); ShaderPropertyTexture.StartShaderPropertyTexture(builder); ShaderPropertyTexture.AddName(builder, pathOffset); ShaderPropertyTexture.AddOffset(builder, Vec2.CreateVec2(builder, toffset.x, toffset.y)); ShaderPropertyTexture.AddScale(builder, Vec2.CreateVec2(builder, tscale.x, tscale.y)); Offset <ShaderPropertyTexture> offset = ShaderPropertyTexture.EndShaderPropertyTexture(builder); valueType = ShaderPropertyValue.ShaderPropertyTexture; valueOffset = offset.Value; } break; } if (valueOffset >= 0) { listOffShaderProperties.Add( ShaderProperty.CreateShaderProperty( builder, builder.CreateString(name), (Schema.ShaderPropertyType)type, valueType, valueOffset )); } } StringOffset offMaterialName = builder.CreateString(material.name); StringOffset offShader = builder.CreateString(material.shader.name); Offset <Schema.Material> offMaterial = Schema.Material.CreateMaterial( builder, offMaterialName, offShader, Schema.Material.CreatePropertiesVector(builder, listOffShaderProperties.ToArray())); builder.Finish(offMaterial.Value); return(builder.DataBuffer); }
public void EqualSource() { UnityEngine.Material realMaterial = resultMaterial.Unity3dObject as UnityEngine.Material; Assert.AreEqual(material.Name, realMaterial.name); Assert.AreEqual(material.Shader, realMaterial.shader.name); for (int i = 0; i < material.PropertiesLength; i++) { Schema.ShaderProperty p = material.GetProperties(i); Assert.IsTrue(realMaterial.HasProperty(p.Names)); switch (p.Type) { case ShaderPropertyType.Float: case ShaderPropertyType.Range: { Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyFloat); float originValue = realMaterial.GetFloat(p.Names); ShaderPropertyFloat f = p.GetValue <ShaderPropertyFloat>(new ShaderPropertyFloat()); Assert.AreEqual(f.Value, originValue); } break; case ShaderPropertyType.Color: { Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyColor); UnityEngine.Color originValue = realMaterial.GetColor(p.Names); ShaderPropertyColor c = p.GetValue <ShaderPropertyColor>(new ShaderPropertyColor()); Assert.AreEqual(originValue.a, c.Color.A); Assert.AreEqual(originValue.g, c.Color.G); Assert.AreEqual(originValue.b, c.Color.B); Assert.AreEqual(originValue.r, c.Color.R); } break; case ShaderPropertyType.Vector: { Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyVector); UnityEngine.Vector4 originValue = realMaterial.GetVector(p.Names); ShaderPropertyVector v = p.GetValue <ShaderPropertyVector>(new ShaderPropertyVector()); Assert.AreEqual(originValue.x, v.Vector.X); Assert.AreEqual(originValue.y, v.Vector.Y); Assert.AreEqual(originValue.z, v.Vector.Z); Assert.AreEqual(originValue.w, v.Vector.W); } break; case ShaderPropertyType.TexEnv: { Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyTexture); //UnityEngine.Texture texture = realMaterial.GetTexture(p.Names); Vector2 offset = realMaterial.GetTextureOffset(p.Names); Vector2 scale = realMaterial.GetTextureScale(p.Names); //这个测试用例不真正装载 texture. //Assert.IsFalse(texture == null); ShaderPropertyTexture t = p.GetValue <ShaderPropertyTexture>(new ShaderPropertyTexture()); string texturePath = resultMaterial.GetTexturePath(t.Name); Assert.IsTrue(realMaterial.HasProperty(p.Names)); Assert.IsTrue(dictTextures.ContainsKey(texturePath)); Assert.IsNotNull(realMaterial.GetTexture(p.Names)); Assert.AreEqual(dictTextures[texturePath].resourceObject.Unity3dObject.GetInstanceID(), realMaterial.GetTexture(p.Names).GetInstanceID()); Assert.AreEqual(offset.x, t.Offset.X); Assert.AreEqual(offset.y, t.Offset.Y); Assert.AreEqual(scale.x, t.Scale.X); Assert.AreEqual(scale.y, t.Scale.Y); } break; } } }
public void EqualSource() { Assert.AreEqual(material.Name, originMaterial.name); Assert.AreEqual(material.Shader, originMaterial.shader.name); for (int i = 0; i < material.PropertiesLength; i++) { Schema.ShaderProperty p = material.GetProperties(i); Assert.IsTrue(originMaterial.HasProperty(p.Names)); switch (p.Type) { case ShaderPropertyType.Float: case ShaderPropertyType.Range: { Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyFloat); float originValue = originMaterial.GetFloat(p.Names); ShaderPropertyFloat f = p.GetValue <ShaderPropertyFloat>(new ShaderPropertyFloat()); Assert.AreEqual(f.Value, originValue); } break; case ShaderPropertyType.Color: { Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyColor); UnityEngine.Color originValue = originMaterial.GetColor(p.Names); ShaderPropertyColor c = p.GetValue <ShaderPropertyColor>(new ShaderPropertyColor()); Assert.AreEqual(originValue.a, c.Color.A); Assert.AreEqual(originValue.g, c.Color.G); Assert.AreEqual(originValue.b, c.Color.B); Assert.AreEqual(originValue.r, c.Color.R); } break; case ShaderPropertyType.Vector: { Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyVector); UnityEngine.Vector4 originValue = originMaterial.GetVector(p.Names); ShaderPropertyVector v = p.GetValue <ShaderPropertyVector>(new ShaderPropertyVector()); Assert.AreEqual(originValue.x, v.Vector.X); Assert.AreEqual(originValue.y, v.Vector.Y); Assert.AreEqual(originValue.z, v.Vector.Z); Assert.AreEqual(originValue.w, v.Vector.W); } break; case ShaderPropertyType.TexEnv: { Assert.AreEqual(p.ValueType, ShaderPropertyValue.ShaderPropertyTexture); UnityEngine.Texture texture = originMaterial.GetTexture(p.Names); Vector2 offset = originMaterial.GetTextureOffset(p.Names); Vector2 scale = originMaterial.GetTextureScale(p.Names); Assert.IsFalse(texture == null); ShaderPropertyTexture t = p.GetValue <ShaderPropertyTexture>(new ShaderPropertyTexture()); Assert.AreEqual(texture.name, t.Name); Assert.AreEqual(offset.x, t.Offset.X); Assert.AreEqual(offset.y, t.Offset.Y); Assert.AreEqual(scale.x, t.Scale.X); Assert.AreEqual(scale.y, t.Scale.Y); } break; } } }