コード例 #1
0
ファイル: CommonVoxelImport.cs プロジェクト: DigitalQR/LD47
        private float GetAlpha(Vector3Int coord)
        {
            float[] channels = ReadAllChannels(coord);

            int i = 0;

            foreach (var layout in m_Settings.TextureLayout)
            {
                int channelSize = CommonVoxelImportSettings.GetChannelCount(layout);

                if (layout == CommonVoxelImportSettings.TextureLayoutFormat.Alpha)
                {
                    return(channels[i]);
                }

                i += channelSize;
            }

            return(0);
        }
コード例 #2
0
ファイル: CommonVoxelImport.cs プロジェクト: DigitalQR/LD47
        public VoxelVertexOutput ResolveVoxelVertex(VoxelVertexInput input, VoxelModelGenerationSettings settings)
        {
            float[]            channels  = ReadAllChannels(input.Coord);
            VoxelMaterialBasic material  = new VoxelMaterialBasic();
            List <Vector4>     customUVs = new List <Vector4>();

            int c = 0;

            foreach (var layout in m_Settings.TextureLayout)
            {
                switch (layout)
                {
                case CommonVoxelImportSettings.TextureLayoutFormat.Tint:
                    material.Tint = new Vector4(
                        channels[c + 0],
                        channels[c + 1],
                        channels[c + 2],
                        channels[c + 3]
                        );
                    break;

                case CommonVoxelImportSettings.TextureLayoutFormat.Albedo:
                    material.Colour.r = channels[c + 0];
                    material.Colour.g = channels[c + 1];
                    material.Colour.b = channels[c + 2];
                    break;

                case CommonVoxelImportSettings.TextureLayoutFormat.Alpha:
                    material.Colour.a = channels[c];
                    break;

                case CommonVoxelImportSettings.TextureLayoutFormat.CustomUV2:
                    customUVs.Add(new Vector4(channels[c + 0], channels[c + 1], 0, 0));
                    break;

                case CommonVoxelImportSettings.TextureLayoutFormat.CustomUV4:
                    customUVs.Add(new Vector4(channels[c + 0], channels[c + 1], channels[c + 2], channels[c + 3]));
                    break;

                case CommonVoxelImportSettings.TextureLayoutFormat.Specular:
                    material.Specular = channels[c];
                    break;

                case CommonVoxelImportSettings.TextureLayoutFormat.Roughness:
                    material.Roughness = channels[c];
                    break;
                }

                int channelSize = CommonVoxelImportSettings.GetChannelCount(layout);
                c += channelSize;
            }

            material.CustomUVs = customUVs.ToArray();

            VoxelVertexOutput output = new VoxelVertexOutput();

            output.SetDefaults(input, settings);

            material.ApplyToVertex(input, ref output);
            return(output);
        }