static NormalTextureInfo ExportNormalTextureInfo( UnityEngine.Texture texture, TextureMapType textureMapType, UnityEngine.Material material, IGltfWritable gltf ) { var imageId = gltf.AddImage(texture); if (imageId < 0) { return(null); } var textureId = gltf.AddTexture(imageId); var info = new NormalTextureInfo { index = textureId, // texCoord = 0 // TODO: figure out which UV set was used }; if (material.HasProperty(MaterialGenerator.bumpScalePropId)) { info.scale = material.GetFloat(MaterialGenerator.bumpScalePropId); } return(info); }
/// <summary> /// Adds an ImageExport to the glTF. /// No conversions or channel swizzling /// </summary> /// <param name="gltf"></param> /// <param name="imageExport"></param> /// <param name="textureId"></param> /// <returns>glTF texture ID</returns> protected static bool AddImageExport(IGltfWritable gltf, ImageExportBase imageExport, out int textureId) { var imageId = gltf.AddImage(imageExport); if (imageId < 0) { textureId = -1; return(false); } var samplerId = gltf.AddSampler(imageExport.filterMode, imageExport.wrapModeU, imageExport.wrapModeV); textureId = gltf.AddTexture(imageId, samplerId); return(true); }
static TextureInfo ExportTextureInfo(UnityEngine.Texture texture, TextureMapType textureMapType, IGltfWritable gltf) { var imageId = gltf.AddImage(texture); if (imageId < 0) { return(null); } var textureId = gltf.AddTexture(imageId); var info = new TextureInfo { index = textureId, // texCoord = 0 // TODO: figure out which UV set was used }; return(info); }