Example #1
0
        public virtual Shader GetShader(glTFMaterial material)
        {
            if (material == null)
            {
                return(Default);
            }

            if (material.extensions != null && material.extensions.KHR_materials_unlit != null)
            {
                return(UniUnlit);
            }

            // standard
            return(Default);
        }
Example #2
0
        public bool MaterialHasVertexColor(glTFMaterial material)
        {
            if (material == null)
            {
                return(false);
            }

            var materialIndex = materials.IndexOf(material);

            if (materialIndex == -1)
            {
                return(false);
            }

            return(MaterialHasVertexColor(materialIndex));
        }
Example #3
0
        static void Export_Metallic(Material m, TextureExportManager textureManager, glTFMaterial material)
        {
            int index = -1;

            if (m.HasProperty("_MetallicGlossMap"))
            {
                float smoothness = 0.0f;
                if (m.HasProperty("_GlossMapScale"))
                {
                    smoothness = m.GetFloat("_GlossMapScale");
                }

                // Bake smoothness values into a texture.
                var converter = new MetallicRoughnessConverter(smoothness);
                index = textureManager.ConvertAndGetIndex(m.GetTexture("_MetallicGlossMap"), converter);
                if (index != -1)
                {
                    material.pbrMetallicRoughness.metallicRoughnessTexture =
                        new glTFMaterialMetallicRoughnessTextureInfo()
                    {
                        index = index,
                    };
                }
            }

            if (index != -1)
            {
                material.pbrMetallicRoughness.metallicFactor = 1.0f;
                // Set 1.0f as hard-coded. See: https://github.com/dwango/UniVRM/issues/212.
                material.pbrMetallicRoughness.roughnessFactor = 1.0f;
            }
            else
            {
                if (m.HasProperty("_Metallic"))
                {
                    material.pbrMetallicRoughness.metallicFactor = m.GetFloat("_Metallic");
                }

                if (m.HasProperty("_Glossiness"))
                {
                    material.pbrMetallicRoughness.roughnessFactor = 1.0f - m.GetFloat("_Glossiness");
                }
            }
        }
Example #4
0
        static void Export_Color(Material m, TextureExportManager textureManager, glTFMaterial material)
        {
            if (m.HasProperty("_Color"))
            {
                material.pbrMetallicRoughness.baseColorFactor = m.color.linear.ToArray();
            }

            if (m.HasProperty("_MainTex"))
            {
                var index = textureManager.CopyAndGetIndex(m.GetTexture("_MainTex"), RenderTextureReadWrite.sRGB);
                if (index != -1)
                {
                    material.pbrMetallicRoughness.baseColorTexture = new glTFMaterialBaseColorTextureInfo()
                    {
                        index = index,
                    };
                }
            }
        }
Example #5
0
        static void Export_Normal(Material m, TextureExportManager textureManager, glTFMaterial material)
        {
            if (m.HasProperty("_BumpMap"))
            {
                var index = textureManager.ConvertAndGetIndex(m.GetTexture("_BumpMap"), new NormalConverter());
                if (index != -1)
                {
                    material.normalTexture = new glTFMaterialNormalTextureInfo()
                    {
                        index = index,
                    };
                }

                if (index != -1 && m.HasProperty("_BumpScale"))
                {
                    material.normalTexture.scale = m.GetFloat("_BumpScale");
                }
            }
        }
Example #6
0
        /// StandardShader variables
        ///
        /// _Color
        /// _MainTex
        /// _Cutoff
        /// _Glossiness
        /// _Metallic
        /// _MetallicGlossMap
        /// _BumpScale
        /// _BumpMap
        /// _Parallax
        /// _ParallaxMap
        /// _OcclusionStrength
        /// _OcclusionMap
        /// _EmissionColor
        /// _EmissionMap
        /// _DetailMask
        /// _DetailAlbedoMap
        /// _DetailNormalMapScale
        /// _DetailNormalMap
        /// _UVSec
        /// _EmissionScaleUI
        /// _EmissionColorUI
        /// _Mode
        /// _SrcBlend
        /// _DstBlend
        /// _ZWrite
        public virtual Material CreateMaterial(int i, glTFMaterial x, bool hasVertexColor)
        {
            var shader = m_shaderStore.GetShader(x);
            //Debug.LogFormat("[{0}]{1}", i, shader.name);
            var material = new Material(shader);

#if UNITY_EDITOR
            // textureImporter.SaveAndReimport(); may destroy this material
            material.hideFlags = HideFlags.DontUnloadUnusedAsset;
#endif

            material.name = (x == null || string.IsNullOrEmpty(x.name))
                ? string.Format("material_{0:00}", i)
                : x.name
            ;

            if (x == null)
            {
                Debug.LogWarning("glTFMaterial is empty");
                return(material);
            }

            // unlit material
            if (x.extensions != null && x.extensions.KHR_materials_unlit != null)
            {
                // texture
                if (x.pbrMetallicRoughness.baseColorTexture != null)
                {
                    var texture = m_context.GetTexture(x.pbrMetallicRoughness.baseColorTexture.index);
                    if (texture != null)
                    {
                        material.mainTexture = texture.Texture;
                    }
                }

                // color
                if (x.pbrMetallicRoughness.baseColorFactor != null && x.pbrMetallicRoughness.baseColorFactor.Length == 4)
                {
                    var color = x.pbrMetallicRoughness.baseColorFactor;
                    material.color = (new Color(color[0], color[1], color[2], color[3])).gamma;
                }

                //renderMode
                if (x.alphaMode == "OPAQUE")
                {
                    UniGLTF.UniUnlit.Utils.SetRenderMode(material, UniGLTF.UniUnlit.UniUnlitRenderMode.Opaque);
                }
                else if (x.alphaMode == "BLEND")
                {
                    UniGLTF.UniUnlit.Utils.SetRenderMode(material, UniGLTF.UniUnlit.UniUnlitRenderMode.Transparent);
                }
                else if (x.alphaMode == "MASK")
                {
                    UniGLTF.UniUnlit.Utils.SetRenderMode(material, UniGLTF.UniUnlit.UniUnlitRenderMode.Cutout);
                }
                else
                {
                    // default OPAQUE
                    UniGLTF.UniUnlit.Utils.SetRenderMode(material, UniGLTF.UniUnlit.UniUnlitRenderMode.Opaque);
                }

                // culling
                if (x.doubleSided)
                {
                    UniGLTF.UniUnlit.Utils.SetCullMode(material, UniGLTF.UniUnlit.UniUnlitCullMode.Off);
                }
                else
                {
                    UniGLTF.UniUnlit.Utils.SetCullMode(material, UniGLTF.UniUnlit.UniUnlitCullMode.Back);
                }

                // VColor
                if (hasVertexColor)
                {
                    UniGLTF.UniUnlit.Utils.SetVColBlendMode(material, UniGLTF.UniUnlit.UniUnlitVertexColorBlendOp.Multiply);
                }

                UniGLTF.UniUnlit.Utils.ValidateProperties(material, true);

                return(material);
            }

            // PBR material
            if (x.pbrMetallicRoughness != null)
            {
                if (x.pbrMetallicRoughness.baseColorFactor != null && x.pbrMetallicRoughness.baseColorFactor.Length == 4)
                {
                    var color = x.pbrMetallicRoughness.baseColorFactor;
                    material.color = (new Color(color[0], color[1], color[2], color[3])).gamma;
                }

                if (x.pbrMetallicRoughness.baseColorTexture != null && x.pbrMetallicRoughness.baseColorTexture.index != -1)
                {
                    var texture = m_context.GetTexture(x.pbrMetallicRoughness.baseColorTexture.index);
                    if (texture != null)
                    {
                        material.mainTexture = texture.Texture;
                    }
                }

                if (x.pbrMetallicRoughness.metallicRoughnessTexture != null && x.pbrMetallicRoughness.metallicRoughnessTexture.index != -1)
                {
                    material.EnableKeyword("_METALLICGLOSSMAP");
                    var texture = Context.GetTexture(x.pbrMetallicRoughness.metallicRoughnessTexture.index);
                    if (texture != null)
                    {
                        var prop = "_MetallicGlossMap";
                        // Bake roughnessFactor values into a texture.
                        material.SetTexture(prop, texture.ConvertTexture(prop, x.pbrMetallicRoughness.roughnessFactor));
                    }

                    material.SetFloat("_Metallic", 1.0f);
                    // Set 1.0f as hard-coded. See: https://github.com/dwango/UniVRM/issues/212.
                    material.SetFloat("_GlossMapScale", 1.0f);
                }
                else
                {
                    material.SetFloat("_Metallic", x.pbrMetallicRoughness.metallicFactor);
                    material.SetFloat("_Glossiness", 1.0f - x.pbrMetallicRoughness.roughnessFactor);
                }
            }

            if (x.normalTexture != null && x.normalTexture.index != -1)
            {
                material.EnableKeyword("_NORMALMAP");
                var texture = Context.GetTexture(x.normalTexture.index);
                if (texture != null)
                {
                    var prop = "_BumpMap";
                    material.SetTexture(prop, texture.ConvertTexture(prop));
                    material.SetFloat("_BumpScale", x.normalTexture.scale);
                }
            }

            if (x.occlusionTexture != null && x.occlusionTexture.index != -1)
            {
                var texture = Context.GetTexture(x.occlusionTexture.index);
                if (texture != null)
                {
                    var prop = "_OcclusionMap";
                    material.SetTexture(prop, texture.ConvertTexture(prop));
                    material.SetFloat("_OcclusionStrength", x.occlusionTexture.strength);
                }
            }

            if (x.emissiveFactor != null ||
                (x.emissiveTexture != null && x.emissiveTexture.index != -1))
            {
                material.EnableKeyword("_EMISSION");
                material.globalIlluminationFlags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;

                if (x.emissiveFactor != null && x.emissiveFactor.Length == 3)
                {
                    material.SetColor("_EmissionColor", new Color(x.emissiveFactor[0], x.emissiveFactor[1], x.emissiveFactor[2]));
                }

                if (x.emissiveTexture != null && x.emissiveTexture.index != -1)
                {
                    var texture = Context.GetTexture(x.emissiveTexture.index);
                    if (texture != null)
                    {
                        material.SetTexture("_EmissionMap", texture.Texture);
                    }
                }
            }

            BlendMode blendMode = BlendMode.Opaque;
            // https://forum.unity.com/threads/standard-material-shader-ignoring-setfloat-property-_mode.344557/#post-2229980
            switch (x.alphaMode)
            {
            case "BLEND":
                blendMode = BlendMode.Fade;
                material.SetOverrideTag("RenderType", "Transparent");
                material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
                material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
                material.SetInt("_ZWrite", 0);
                material.DisableKeyword("_ALPHATEST_ON");
                material.EnableKeyword("_ALPHABLEND_ON");
                material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                material.renderQueue = 3000;
                break;

            case "MASK":
                blendMode = BlendMode.Cutout;
                material.SetOverrideTag("RenderType", "TransparentCutout");
                material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
                material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
                material.SetInt("_ZWrite", 1);
                material.SetFloat("_Cutoff", x.alphaCutoff);
                material.EnableKeyword("_ALPHATEST_ON");
                material.DisableKeyword("_ALPHABLEND_ON");
                material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                material.renderQueue = 2450;

                break;

            default:     // OPAQUE
                blendMode = BlendMode.Opaque;
                material.SetOverrideTag("RenderType", "");
                material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
                material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
                material.SetInt("_ZWrite", 1);
                material.DisableKeyword("_ALPHATEST_ON");
                material.DisableKeyword("_ALPHABLEND_ON");
                material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                material.renderQueue = -1;
                break;
            }

            material.SetFloat("_Mode", (float)blendMode);
            return(material);
        }
Example #7
0
        static void Export_Occlusion(Material m, TextureExportManager textureManager, glTFMaterial material)
        {
            if (m.HasProperty("_OcclusionMap"))
            {
                var index = textureManager.ConvertAndGetIndex(m.GetTexture("_OcclusionMap"), new OcclusionConverter());
                if (index != -1)
                {
                    material.occlusionTexture = new glTFMaterialOcclusionTextureInfo()
                    {
                        index = index,
                    };
                }

                if (index != -1 && m.HasProperty("_OcclusionStrength"))
                {
                    material.occlusionTexture.strength = m.GetFloat("_OcclusionStrength");
                }
            }
        }