Exemple #1
0
        void PerformTexcoordCoordinateConversion(BrushDescriptor desc, Mesh mesh, int uvSet)
        {
            var semantic = GetUvsetSemantic(desc, uvSet);

            if (semantic == BrushDescriptor.Semantic.Vector ||
                semantic == BrushDescriptor.Semantic.Position)
            {
                var size = GetUvsetSize(desc, uvSet);
                if (size == 3)
                {
                    var data = new List <Vector3>();
                    mesh.GetUVs(uvSet, data);
                    InPlaceUnityFromFbx(data);
                    mesh.SetUVs(uvSet, data);
                }
                else if (size == 4)
                {
                    var data = new List <Vector4>();
                    mesh.GetUVs(uvSet, data);
                    InPlaceUnityFromFbx(data);
                    mesh.SetUVs(uvSet, data);
                }
                else
                {
                    LogWarningWithContext(string.Format(
                                              "Unexpected: Semantic {0} on texcoord of size {1}, guid {2}",
                                              semantic, size, desc.m_Guid));
                }
            }
        }
        // Try to find a Tilt Brush material using the imported models's material name
        Material OnAssignMaterialModel(Material material, Renderer renderer)
        {
            // Ignore models that aren't Tilt Brush - generated FBXs
            if (!IsTiltBrush)
            {
                return(null);
            }
            // For now, don't be strict about versions, because we can do an okay job on TB7 fbx files

            BrushDescriptor desc = GetDescriptorForStroke(material.name);

            if (desc != null)
            {
                // This is a stroke mesh and needs postprocessing.
                if (renderer.GetComponent <MeshFilter>() != null)
                {
                    var mesh = renderer.GetComponent <MeshFilter>().sharedMesh;
                    CollapseUvs(mesh);
                    if (m_Info.tiltBrushVersion < new Version {
                        major = 10
                    })
                    {
                        // Old versions of TB use linear lighting
                        ConvertSrgbToLinear(mesh);
                    }

                    if (m_Info.tiltBrushVersion.Value.major >= 12)
                    {
                        // Pre-TB12, Tilt Brush did unit conversion but not coord system conversion
                        // when exporting texcoords with Position semantics. TB12 fixes this, so now
                        // texcoord Position data are in fbx coordinates rather than Unity coordinates.
                        // However, this means we need to convert from fbx -> Unity coords on import,
                        // since Unity only takes care of mesh.vertices, tangents, normals, binormals.
                        FixDataWithPositionSemantic(desc, mesh);
                    }

                    if (desc.m_IsParticle)
                    {
                        // Would like to do this in OnPreprocessModel, but we don't yet
                        // know whether it's a particle mesh.
                        var importer = assetImporter as ModelImporter;
                        if (importer != null && importer.optimizeMesh)
                        {
                            // Should never get here any more.
                            LogWarningWithContext("Disabling optimizeMesh and reimporting. Tilt Brush particle meshes must have optimizeMesh=false.");
                            importer.optimizeMesh = false;
                            importer.SaveAndReimport();
                        }

                        ParticleMesh.FilterMesh(mesh, s => LogWarningWithContext(s, renderer));
                    }
                }
                return(desc.m_Material);
            }
            else
            {
                return(null);
            }
        }
 void FixDataWithPositionSemantic(BrushDescriptor desc, Mesh mesh)
 {
     // We don't have full VertexLayout data in BrushDescriptor; currently, particles
     // are the only brushes that use Semantic.Position in texcoords
     if (desc.m_IsParticle)
     {
         List <Vector3> uv1 = new List <Vector3>();
         mesh.GetUVs(1, uv1);
         for (int i = 0; i < uv1.Count; ++i)
         {
             uv1[i] = UnityFromFbx(uv1[i]);
         }
         mesh.SetUVs(1, uv1);
     }
 }
        // Try to find a Tilt Brush material using the imported models's material name
        Material OnAssignMaterialModel(Material material, Renderer renderer)
        {
            // Ignore models that aren't Tilt Brush - generated FBXs
            if (!IsTiltBrush)
            {
                return(null);
            }
            // For now, don't be strict about versions, because we can do an okay job on TB7 fbx files

            BrushDescriptor desc = GetDescriptorForStroke(material.name);

            if (desc != null)
            {
                // This is a stroke mesh and needs postprocessing.
                if (renderer.GetComponent <MeshFilter>() != null)
                {
                    var mesh = renderer.GetComponent <MeshFilter>().sharedMesh;
                    CollapseUvs(mesh);
                    if (m_Info.tiltBrushVersion < new Version {
                        major = 10
                    })
                    {
                        // Old versions of TB use linear lighting
                        ConvertSrgbToLinear(mesh);
                    }
                    if (desc.m_IsParticle)
                    {
                        // Would like to do this in OnPreprocessModel, but we don't yet
                        // know whether it's a particle mesh.
                        var importer = assetImporter as ModelImporter;
                        if (importer != null && importer.optimizeMesh)
                        {
                            // Should never get here any more.
                            LogWarningWithContext("Disabling optimizeMesh and reimporting. Tilt Brush particle meshes must have optimizeMesh=false.");
                            importer.optimizeMesh = false;
                            importer.SaveAndReimport();
                        }

                        ParticleMesh.FilterMesh(mesh, s => LogWarningWithContext(s, renderer));
                    }
                }
                return(desc.m_Material);
            }
            else
            {
                return(null);
            }
        }
Exemple #5
0
        void FixupHypercolorTexcoord(BrushDescriptor desc, Mesh mesh)
        {
            int uvSet    = 0;
            var semantic = GetUvsetSemantic(desc, uvSet);

            if (semantic != BrushDescriptor.Semantic.XyIsUvZIsDistance ||
                GetUvsetSize(desc, uvSet) != 3)
            {
                LogWarningWithContext("Not hypercolor?");
            }

            var data = new List <Vector3>();

            mesh.GetUVs(uvSet, data);
            for (int i = 0; i < data.Count; ++i)
            {
                Vector3 tmp = data[i];
                tmp.z  *= .1f;
                data[i] = tmp;
            }
            mesh.SetUVs(uvSet, data);
        }
Exemple #6
0
        static int GetUvsetSize(BrushDescriptor desc, int uvSet)
        {
            switch (uvSet)
            {
            case 0: return(desc.m_uv0Size);

            case 1:
                // Unity's mesh importer destroys non-unit data in fbx.normals, so Tilt Brush
                // sometimes routes mesh.normals through fbx.texcoord1 instead.
                if (desc.m_bFbxExportNormalAsTexcoord1)
                {
                    return(3);
                }
                else
                {
                    return(desc.m_uv1Size);
                }

            default:
                throw new ArgumentException("uvSet");
            }
        }
Exemple #7
0
        // Try to find a Tilt Brush material using the imported models's material name
        Material OnAssignMaterialModel(Material material, Renderer renderer)
        {
            // Ignore models that aren't Tilt Brush - generated FBXs
            if (!IsSupportedTiltBrushFbx(assetPath))
            {
                return(null);
            }

            BrushDescriptor desc = GetDescriptorForStroke(material.name);

            if (desc != null)
            {
                // This is a stroke mesh and needs postprocessing.
                if (renderer.GetComponent <MeshFilter>() != null)
                {
                    var mesh = renderer.GetComponent <MeshFilter>().sharedMesh;
                    CollapseUvs(mesh);
                    if (desc.m_IsParticle)
                    {
                        // Would like to do this in OnPreprocessModel, but we don't yet
                        // know whether it's a particle mesh.
                        var importer = assetImporter as ModelImporter;
                        if (importer != null && importer.optimizeMesh)
                        {
                            LogWarningWithContext("Disabling optimizeMesh and reimporting. Tilt Brush particle meshes must have optimizeMesh=false.");
                            importer.optimizeMesh = false;
                            importer.SaveAndReimport();
                        }

                        ParticleMesh.FilterMesh(mesh, s => LogWarningWithContext(s, renderer));
                    }
                }
                return(desc.m_Material);
            }
            else
            {
                return(null);
            }
        }
Exemple #8
0
        // Try to find a Tilt Brush material using the imported models's material name.
        Material OnAssignMaterialModel(Material material, Renderer renderer)
        {
            // This gets called once for each (Renderer, Material) pair.
            // However, Unity passes a fresh Material every time, even if two FbxNodes use the
            // same FbxMaterial. Therefore we can't distinguish between "two unique materials with
            // the same name" and "one material being used multiple times".
            // Therefore we have to rely on the exporter using distinct names.

            // Ignore models that aren't Tilt Brush - generated FBXs
            if (!IsTiltBrush)
            {
                return(null);
            }
            // For now, don't be strict about versions, because we can do an okay job on TB7 fbx files

            BrushDescriptor desc = GetDescriptorForStroke(material.name);

            if (desc != null)
            {
                if (IsTemplateDescriptor(desc))
                {
                    // Replace shader with our own so we get culling and so on.

                    // First 32 characters are the guid and underscore
                    material.name   = material.name.Substring(33);
                    material.shader = desc.m_Material.shader;
                    // Our shaders don't use "_MainTex", so we need to find the correct property name.
                    SetFirstShaderTexture(material, material.mainTexture);
                    // If we return null, Unity will ignore our material mutations.
                    // If we return the material, Unity complains it's not an asset instead of making it one
                    // and embedding it in the fbx.
                    // So create one explicitly.
                    return(GetOrCreateAsset(material, this.assetPath));
                }

                // This is a stroke mesh and needs postprocessing.
                if (renderer.GetComponent <MeshFilter>() != null)
                {
                    var mesh = renderer.GetComponent <MeshFilter>().sharedMesh;
                    CollapseUvs(mesh);
                    if (m_Info.tiltBrushVersion < new Version {
                        major = 10
                    })
                    {
                        // Old versions of TB use linear lighting
                        ConvertSrgbToLinear(mesh);
                    }

                    if (m_Info.tiltBrushVersion.Value.major >= 12)
                    {
                        // Pre-TB12, Tilt Brush did unit conversion but not coord system conversion
                        // when exporting texcoords with Position semantics. TB12 fixes this, so now
                        // texcoord Position data are in fbx coordinates rather than Unity coordinates.
                        // However, this means we need to convert from fbx -> Unity coords on import,
                        // since Unity only takes care of mesh.vertices, tangents, normals, binormals.
                        PerformTexcoordCoordinateConversion(desc, mesh, 0);
                        PerformTexcoordCoordinateConversion(desc, mesh, 1);
                    }
                    if (m_Info.tiltBrushVersion.Value.major < 14 &&
                        desc.m_Guid == new Guid("e8ef32b1-baa8-460a-9c2c-9cf8506794f5"))
                    {
                        // Pre-TB14, Tilt Brush hadn't set the "Z is distance" semantic and texcoord0.z
                        // ended up in decimeters
                        FixupHypercolorTexcoord(desc, mesh);
                    }

                    if (desc.m_IsParticle)
                    {
                        // Would like to do this in OnPreprocessModel, but we don't yet
                        // know whether it's a particle mesh.
                        var importer = assetImporter as ModelImporter;
#if UNITY_2019_1_OR_NEWER
                        if (importer != null && importer.optimizeMeshVertices)
                        {
                            // Should never get here any more.
                            LogWarningWithContext("Disabling optimizeMesh and reimporting. Tilt Brush particle meshes must have importer.optimizeMeshVertices = false.");
                            importer.optimizeMeshVertices = false;
                            importer.SaveAndReimport();
                        }
#else
                        if (importer != null && importer.optimizeMesh)
                        {
                            // Should never get here any more.
                            LogWarningWithContext("Disabling optimizeMesh and reimporting. Tilt Brush particle meshes must have optimizeMesh=false.");
                            importer.optimizeMesh = false;
                            importer.SaveAndReimport();
                        }
#endif

                        ParticleMesh.FilterMesh(mesh, s => LogWarningWithContext(s, renderer));
                    }
                }
                return(desc.m_Material);
            }
            else
            {
                return(null);
            }
        }
Exemple #9
0
 // Returns true if this is a BrushDescriptor meant to be cloned and customized rather
 // than used directly, to support things like gltf PbrMetallicRoughness or
 // double-sided/non-culling materials in fbx
 bool IsTemplateDescriptor(BrushDescriptor desc)
 {
     return(desc.name.StartsWith("Pbr")); // hacky but works for now
 }
Exemple #10
0
 /// <returns>null if not found</returns>
 public bool TryGetBrush(Guid guid, out BrushDescriptor desc)
 {
     return(m_BrushManifest.BrushesByGuid.TryGetValue(guid, out desc));
 }