コード例 #1
0
        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;
                }
            }
        }
コード例 #2
0
        public static void processBatch()
        {
            long          totalProcessTime = 0;
            List <string> configExport     = new List <string>();

            foreach (TextureSet set in TexturesUnlimitedLoader.loadedTextureSets.Values)
            {
                if (set.supportsRecoloring)
                {
                    MonoBehaviour.print("Processing texture mask generation for texture set: " + set.name);
                    Stopwatch sw = new Stopwatch();
                    sw.Start();
                    try
                    {
                        int generatedTextures = 0;
                        int setIndex          = 0;
                        foreach (TextureSetMaterialData mat in set.textureData)
                        {
                            float[]  diff = new float[3];
                            float[]  met  = new float[3];
                            float[]  smth = new float[3];
                            MaskData data;
                            ShaderPropertyTexture maskProp = Array.Find(mat.shaderProperties, m => m.name == "_MaskTex") as ShaderPropertyTexture;
                            if (maskProp == null)
                            {
                                continue;
                            }                                  //no mask property;
                            Texture2D maskTex = GameDatabase.Instance.GetTexture(maskProp.textureName, false);
                            if (maskTex == null)
                            {
                                continue;
                            }                                 //No mask texture
                            ShaderPropertyTexture mainProp         = Array.Find(mat.shaderProperties, m => m.name == "_MainTex") as ShaderPropertyTexture;
                            ShaderPropertyKeyword stockSpecKeyProp = Array.Find(mat.shaderProperties, m => m.name == "TU_STOCK_SPEC") as ShaderPropertyKeyword;
                            if (mainProp != null)
                            {
                                Texture2D diffTex = GameDatabase.Instance.GetTexture(mainProp.textureName, false);
                                if (diffTex != null)
                                {
                                    data = processTextures(diffTex, maskTex, set.name + "-" + setIndex + "-diffuse-normalization.png", true, false, false, false, false);
                                    diff = new float[] { (float)data.r, (float)data.g, (float)data.b };
                                    generatedTextures++;
                                    if (stockSpecKeyProp != null)
                                    {
                                        data = processTextures(diffTex, maskTex, set.name + "-" + setIndex + "-smooth-normalization.png", false, false, false, false, true);
                                        smth = new float[] { (float)data.r, (float)data.g, (float)data.b };
                                        generatedTextures++;
                                    }
                                }
                            }
                            ShaderPropertyTexture metalProp = Array.Find(mat.shaderProperties, m => m.name == "_MetallicGlossMap") as ShaderPropertyTexture;
                            if (metalProp != null)
                            {
                                Texture2D metalTex = GameDatabase.Instance.GetTexture(metalProp.textureName, false);
                                if (metalTex != null)
                                {
                                    data = processTextures(metalTex, maskTex, set.name + "-" + setIndex + "-metal-normalization.png", false, true, false, false, false);
                                    met  = new float[] { (float)data.r, (float)data.g, (float)data.b };
                                    generatedTextures++;
                                }
                            }
                            ShaderPropertyTexture specPropLegacy = Array.Find(mat.shaderProperties, m => m.name == "_SpecMap") as ShaderPropertyTexture;
                            //metal from spec.a, smooth from spec.rgb luminance
                            if ((mat.shader == "SSTU/PBR/Masked" || mat.shader == "SSTU/Masked") && specPropLegacy != null)
                            {
                                Texture2D specTex = GameDatabase.Instance.GetTexture(specPropLegacy.textureName, false);
                                if (specTex != null)
                                {
                                    data = processTextures(specTex, maskTex, set.name + "-" + setIndex + "-metal-normalization.png", false, false, false, false, true);
                                    met  = new float[] { (float)data.r, (float)data.g, (float)data.b };
                                    generatedTextures++;
                                    data = processTextures(specTex, maskTex, set.name + "-" + setIndex + "-smooth-normalization.png", true, false, false, false, false);
                                    smth = new float[] { (float)data.r, (float)data.g, (float)data.b };
                                    generatedTextures++;
                                    convertTextures(specTex, specPropLegacy.textureName + ".png");
                                }
                            }

                            //MonoBehaviour.print("CONFIG EXPORT START---------------");
                            string patch =
                                "\n@KSP_TEXTURE_SET[" + set.name + "]" +
                                "\n{" +
                                "\n    @MATERIAL," + setIndex +
                                "\n    {" +
                                "\n        vector = _DiffuseNorm," + diff[0] + "," + diff[1] + "," + diff[2] +
                                "\n        vector = _SmoothnessNorm," + smth[0] + "," + smth[1] + "," + smth[2] +
                                "\n        vector = _MetalNorm," + met[0] + "," + met[1] + "," + met[2] +
                                "\n    }" +
                                "\n}";
                            MonoBehaviour.print(patch);
                            //MonoBehaviour.print("CONFIG EXPORT END------------------");
                            configExport.Add(patch);
                            setIndex++;
                        }
                        sw.Stop();
                        totalProcessTime += sw.ElapsedMilliseconds;

                        MonoBehaviour.print("elapsed: " + sw.ElapsedMilliseconds + " generated: " + generatedTextures + " masks for set");
                    }
                    catch (Exception e)
                    {
                        MonoBehaviour.print(e);
                    }
                }
            }
            string file = "NormalizationDataExport.txt";
            string path = System.IO.Path.GetFullPath(file);

            MonoBehaviour.print("Exporting configs to: " + path);
            System.IO.File.WriteAllLines(file, configExport.ToArray());
            MonoBehaviour.print("Total process time: " + totalProcessTime);
        }
コード例 #3
0
        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);
        }
コード例 #4
0
        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;
                }
            }
        }