コード例 #1
0
 /// <summary>
 /// glTF 全体で使うテクスチャーを列挙。
 /// </summary>
 private static IEnumerable <(SubAssetKey, TextureDescriptor)> EnumerateAllTextures(GltfData data)
 {
     for (int i = 0; i < data.GLTF.materials.Count; ++i)
     {
         foreach (var kv in GltfPbrTextureImporter.EnumerateAllTextures(data, i))
         {
             yield return(kv);
         }
     }
 }
コード例 #2
0
        public static bool TryCreateParam(GltfData data, int i, out MaterialDescriptor matDesc)
        {
            if (i < 0 || i >= data.GLTF.materials.Count)
            {
                matDesc = default;
                return(false);
            }

            var textureSlots = new Dictionary <string, TextureDescriptor>();
            var floatValues  = new Dictionary <string, float>();
            var colors       = new Dictionary <string, Color>();
            var vectors      = new Dictionary <string, Vector4>();
            var actions      = new List <Action <Material> >();
            var src          = data.GLTF.materials[i];

            var standardTexDesc = default(TextureDescriptor);

            if (src.pbrMetallicRoughness != null || src.occlusionTexture != null)
            {
                if (src.pbrMetallicRoughness.metallicRoughnessTexture != null || src.occlusionTexture != null)
                {
                    SubAssetKey key;
                    (key, standardTexDesc) = GltfPbrTextureImporter.StandardTexture(data, src);
                }

                if (src.pbrMetallicRoughness.baseColorFactor != null && src.pbrMetallicRoughness.baseColorFactor.Length == 4)
                {
                    // from _Color !
                    colors.Add("_BaseColor",
                               src.pbrMetallicRoughness.baseColorFactor.ToColor4(ColorSpace.Linear, ColorSpace.sRGB)
                               );
                }

                if (src.pbrMetallicRoughness.baseColorTexture != null && src.pbrMetallicRoughness.baseColorTexture.index != -1)
                {
                    var(key, textureParam) = GltfPbrTextureImporter.BaseColorTexture(data, src);
                    // from _MainTex !
                    textureSlots.Add("_BaseMap", textureParam);
                }

                if (src.pbrMetallicRoughness.metallicRoughnessTexture != null && src.pbrMetallicRoughness.metallicRoughnessTexture.index != -1)
                {
                    actions.Add(material => material.EnableKeyword("_METALLICGLOSSMAP"));
                    textureSlots.Add("_MetallicGlossMap", standardTexDesc);
                    // Set 1.0f as hard-coded. See: https://github.com/dwango/UniVRM/issues/212.
                    floatValues.Add("_Metallic", 1.0f);
                    floatValues.Add("_GlossMapScale", 1.0f);
                    // default value is 0.5 !
                    floatValues.Add("_Smoothness", 1.0f);
                }
                else
                {
                    floatValues.Add("_Metallic", src.pbrMetallicRoughness.metallicFactor);
                    // from _Glossiness !
                    floatValues.Add("_Smoothness", 1.0f - src.pbrMetallicRoughness.roughnessFactor);
                }
            }

            if (src.normalTexture != null && src.normalTexture.index != -1)
            {
                actions.Add(material => material.EnableKeyword("_NORMALMAP"));
                var(key, textureParam) = GltfPbrTextureImporter.NormalTexture(data, src);
                textureSlots.Add("_BumpMap", textureParam);
                floatValues.Add("_BumpScale", src.normalTexture.scale);
            }

            if (src.occlusionTexture != null && src.occlusionTexture.index != -1)
            {
                textureSlots.Add("_OcclusionMap", standardTexDesc);
                floatValues.Add("_OcclusionStrength", src.occlusionTexture.strength);
            }

            if (src.emissiveFactor != null ||
                (src.emissiveTexture != null && src.emissiveTexture.index != -1))
            {
                actions.Add(material =>
                {
                    material.EnableKeyword("_EMISSION");
                    material.globalIlluminationFlags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
                });

                if (src.emissiveFactor != null && src.emissiveFactor.Length == 3)
                {
                    var emissiveFactor = src.emissiveFactor.ToColor3(ColorSpace.Linear, ColorSpace.Linear);
                    if (UniGLTF.glTF_KHR_materials_emissive_strength.TryGet(src.extensions,
                                                                            out UniGLTF.glTF_KHR_materials_emissive_strength emissiveStrength))
                    {
                        emissiveFactor *= emissiveStrength.emissiveStrength;
                    }
                    else if (UniGLTF.Extensions.VRMC_materials_hdr_emissiveMultiplier.GltfDeserializer.TryGet(src.extensions,
                                                                                                              out UniGLTF.Extensions.VRMC_materials_hdr_emissiveMultiplier.VRMC_materials_hdr_emissiveMultiplier ex))
                    {
                        emissiveFactor *= ex.EmissiveMultiplier.Value;
                    }
                    colors.Add("_EmissionColor", emissiveFactor);
                }

                if (src.emissiveTexture != null && src.emissiveTexture.index != -1)
                {
                    var(key, textureParam) = GltfPbrTextureImporter.EmissiveTexture(data, src);
                    textureSlots.Add("_EmissionMap", textureParam);
                }
            }

            actions.Add(material =>
            {
                BlendMode blendMode = BlendMode.Opaque;
                // https://forum.unity.com/threads/standard-material-shader-ignoring-setfloat-property-_mode.344557/#post-2229980
                switch (src.alphaMode)
                {
                case "BLEND":
                    blendMode = BlendMode.Fade;
                    material.SetOverrideTag("RenderType", "Transparent");
                    material.SetInt(SrcBlend, (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
                    material.SetInt(DstBlend, (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
                    material.SetInt(ZWrite, 0);
                    material.DisableKeyword("_ALPHATEST_ON");
                    material.EnableKeyword("_ALPHABLEND_ON");
                    material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                    material.renderQueue = 3000;
                    break;

                case "MASK":
                    blendMode = BlendMode.Cutout;
                    material.SetOverrideTag("RenderType", "TransparentCutout");
                    material.SetInt(SrcBlend, (int)UnityEngine.Rendering.BlendMode.One);
                    material.SetInt(DstBlend, (int)UnityEngine.Rendering.BlendMode.Zero);
                    material.SetInt(ZWrite, 1);
                    material.SetFloat(Cutoff, src.alphaCutoff);
                    material.EnableKeyword("_ALPHATEST_ON");
                    material.DisableKeyword("_ALPHABLEND_ON");
                    material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                    material.renderQueue = 2450;

                    break;

                default:     // OPAQUE
                    blendMode = BlendMode.Opaque;
                    material.SetOverrideTag("RenderType", "");
                    material.SetInt(SrcBlend, (int)UnityEngine.Rendering.BlendMode.One);
                    material.SetInt(DstBlend, (int)UnityEngine.Rendering.BlendMode.Zero);
                    material.SetInt(ZWrite, 1);
                    material.DisableKeyword("_ALPHATEST_ON");
                    material.DisableKeyword("_ALPHABLEND_ON");
                    material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                    material.renderQueue = -1;
                    break;
                }

                material.SetFloat("_Mode", (float)blendMode);
            });

            matDesc = new MaterialDescriptor(
                GltfMaterialDescriptorGenerator.GetMaterialName(i, src),
                ShaderName,
                null,
                textureSlots,
                floatValues,
                colors,
                vectors,
                actions);
            return(true);
        }