private bool CreateTexture() { textures = null; if (materialName == null || materialName == "") { Debug.LogError("materialName must be specified."); return(false); } if (textureOverride != null) { textures = textureOverride.asset.textureList; return(true); } if (overlayFolder == null) { Debug.LogError("Texture folder not supplied"); return(false); } if (diffuse == null) { Debug.LogError("Not all textures present"); return(false); } if (normal == null) { SaveTexture(ref normal, new Color32(128, 128, 255, 255), AssetDatabase.GetAssetPath(overlayFolder) + "/" + "Base_Normal.png", diffuse.width, diffuse.height); Debug.LogWarning("No NormalMap was provided, creating a neutral one"); } if (specular == null) { SaveTexture(ref specular, new Color32(64, 64, 64, 32), AssetDatabase.GetAssetPath(overlayFolder) + "/" + "Base_specular.png", diffuse.width, diffuse.height); Debug.LogWarning("No Specular was provided, creating a neutral one"); } bool res = UMATextureImporterUtil.ConvertDefaultAssets_DiffuseAlpha_Normal_Specular( AssetDatabase.GetAssetPath(diffuse), AssetDatabase.GetAssetPath(normal), AssetDatabase.GetAssetPath(specular), GetAssetName(), AssetDatabase.GetAssetPath(overlayFolder), Shader.Find("UMA/Regular")); if (res) { textures = new Texture[2] { AssetDatabase.LoadAssetAtPath(AssetDatabase.GetAssetPath(overlayFolder) + "/" + GetAssetFolder() + GetAssetName() + "_diffuse.png", typeof(Texture)) as Texture, AssetDatabase.LoadAssetAtPath(AssetDatabase.GetAssetPath(overlayFolder) + "/" + GetAssetFolder() + GetAssetName() + "_normal.png", typeof(Texture)) as Texture }; } return(res); }
private OverlayData CreateOverlay_Internal() { if (materialName == null || materialName == "") { Debug.LogError("materialName must be specified."); return(null); } if (overlayFolder == null) { Debug.LogError("Overlay folder not supplied"); return(null); } var overlay = UMATextureImporterUtil.CreateOverlayData(textures, GetAssetFolder(), GetAssetName(), AssetDatabase.GetAssetPath(overlayFolder)); return(overlay); }
private SlotData CreateSlot_Internal() { // var material = slotMaterial ?? AssetDatabase.LoadAssetAtPath("Assets/UMA_Assets/MaterialSamples/UMABaseShaderSample.mat", typeof(Material)) as Material; var material = slotMaterial; if (material == null) { material = AssetDatabase.LoadAssetAtPath("Assets/UMA_Assets/MaterialSamples/UMABaseShaderSample.mat", typeof(Material)) as Material; } if (materialName == null || materialName == "") { Debug.LogError("materialName must be specified."); return(null); } if (material == null) { Debug.LogError("Couldn't locate default material at Assets/UMA_Assets/MaterialSamples/UMABaseShaderSample.mat and no material specified."); return(null); } if (slotFolder == null) { Debug.LogError("Slot folder not supplied"); return(null); } if (slotMesh == null) { Debug.LogError("Slot Mesh not supplied."); return(null); } Debug.Log("Slot Mesh: " + slotMesh.name, slotMesh.gameObject); SlotData slot = UMATextureImporterUtil.CreateSlotData(AssetDatabase.GetAssetPath(slotFolder), GetAssetFolder(), GetAssetName(), slotMesh, material, racePrefab); return(slot); }