void GenerateMaterial(AxFService.AxFFile.Material _material, System.IO.DirectoryInfo _targetDirectory, TEXTURE_TYPE[] _textureTypes, string[] _textureGUIDs) { string templateTexture = " - <TEX_VARIABLE_NAME>:\n" + " m_Texture: {fileID: <FILE ID>, guid: <GUID>, type: 3}\n" + " m_Scale: {x: 1, y: 1}\n" + " m_Offset: {x: 0, y: 0}\n"; string materialContent = Properties.Resources.TemplateMaterial; ////////////////////////////////////////////////////////////////////////// // Generate textures array bool hasClearCoat = false; bool hasHeightMap = false; string texturesArray = ""; float specularLobeScaleFactor = 1.0f; float BRDFColorScaleFactor = 1.0f; float BTFFlakeScaleFactor = 1.0f; for (int textureIndex = 0; textureIndex < _textureTypes.Length; textureIndex++) { AxFService.AxFFile.Material.Texture texture = _material.Textures[textureIndex]; // int fileID = 2800000 + textureIndex; int fileID = 2800000; string GUID = _textureGUIDs[textureIndex]; string variableName = null; switch (_textureTypes[textureIndex]) { case TEXTURE_TYPE.ANISOTROPY_ANGLE: variableName = "_SVBRDF_AnisotropicRotationAngleMap"; break; case TEXTURE_TYPE.CLEARCOAT_COLOR: variableName = "_SVBRDF_ClearCoatColorMap_sRGB"; hasClearCoat = true; break; case TEXTURE_TYPE.CLEARCOAT_IOR: variableName = "_SVBRDF_ClearCoatIORMap_sRGB"; hasClearCoat = true; break; case TEXTURE_TYPE.CLEARCOAT_NORMAL: variableName = "_SVBRDF_ClearCoatNormalMap"; hasClearCoat = true; break; case TEXTURE_TYPE.DIFFUSE_COLOR: variableName = "_SVBRDF_DiffuseColorMap_sRGB"; break; case TEXTURE_TYPE.FRESNEL: variableName = "_SVBRDF_FresnelMap_sRGB"; break; case TEXTURE_TYPE.HEIGHT: variableName = "_SVBRDF_HeightMap"; hasHeightMap = true; break; case TEXTURE_TYPE.NORMAL: variableName = "_SVBRDF_NormalMap"; break; case TEXTURE_TYPE.OPACITY: variableName = "_SVBRDF_OpacityMap"; break; case TEXTURE_TYPE.SPECULAR_COLOR: variableName = "_SVBRDF_SpecularColorMap_sRGB"; break; case TEXTURE_TYPE.SPECULAR_LOBE: variableName = "_SVBRDF_SpecularLobeMap"; specularLobeScaleFactor = Mathf.Max(1, texture.MaxValue); break; // Car Paint case TEXTURE_TYPE.BRDF_COLOR: variableName = "_CarPaint_BRDFColorMap_sRGB"; BRDFColorScaleFactor = Mathf.Max(1, texture.MaxValue); break; case TEXTURE_TYPE.BTF_FLAKES: variableName = "_CarPaint_BTFFlakesMap_sRGB"; BTFFlakeScaleFactor = Mathf.Max(1, texture.MaxValue); break; default: throw new Exception("Unsupported texture type! Can't match to variable name..."); } string textureEntry = templateTexture.Replace("<FILE ID>", fileID.ToString()); textureEntry = textureEntry.Replace("<GUID>", GUID); textureEntry = textureEntry.Replace("<TEX_VARIABLE_NAME>", variableName); texturesArray += textureEntry; } ////////////////////////////////////////////////////////////////////////// // Generate uniforms array string uniformsArray = ""; string colorsArray = ""; uniformsArray += " - _materialSizeU_mm: 10\n"; uniformsArray += " - _materialSizeV_mm: 10\n"; switch (_material.Type) { case AxFService.AxFFile.Material.TYPE.SVBRDF: uniformsArray += " - _AxF_BRDFType: 0\n"; break; case AxFService.AxFFile.Material.TYPE.CARPAINT: uniformsArray += " - _AxF_BRDFType: 1\n"; break; case AxFService.AxFFile.Material.TYPE.BTF: uniformsArray += " - _AxF_BRDFType: 2\n"; break; } switch (_material.Type) { case AxFService.AxFFile.Material.TYPE.SVBRDF: { // Setup flags uint flags = 0; flags |= _material.IsAnisotropic ? 1U : 0; flags |= hasClearCoat ? 2U : 0; flags |= _material.GetPropertyInt("cc_no_refraction", 0) == 1 ? 0 : 4U; // Explicitly use no refraction flags |= hasHeightMap ? 8U : 0; uniformsArray += " - _flags: " + flags + "\n"; // Setup SVBRDF diffuse & specular types uint BRDFType = 0; BRDFType |= (uint)_material.DiffuseType; BRDFType |= ((uint)_material.SpecularType) << 1; uniformsArray += " - _SVBRDF_BRDFType: " + BRDFType + "\n"; // Setup SVBRDF fresnel and specular variants uint BRDFVariants = 0; BRDFVariants |= ((uint)_material.FresnelVariant & 3); switch (_material.SpecularVariant) { // Ward variants case AxFService.AxFFile.Material.SVBRDF_SPECULAR_VARIANT.GEISLERMORODER: BRDFVariants |= 0U << 2; break; case AxFService.AxFFile.Material.SVBRDF_SPECULAR_VARIANT.DUER: BRDFVariants |= 1U << 2; break; case AxFService.AxFFile.Material.SVBRDF_SPECULAR_VARIANT.WARD: BRDFVariants |= 2U << 2; break; // Blinn variants case AxFService.AxFFile.Material.SVBRDF_SPECULAR_VARIANT.ASHIKHMIN_SHIRLEY: BRDFVariants |= 0U << 4; break; case AxFService.AxFFile.Material.SVBRDF_SPECULAR_VARIANT.BLINN: BRDFVariants |= 1U << 4; break; case AxFService.AxFFile.Material.SVBRDF_SPECULAR_VARIANT.VRAY: BRDFVariants |= 2U << 4; break; case AxFService.AxFFile.Material.SVBRDF_SPECULAR_VARIANT.LEWIS: BRDFVariants |= 3U << 4; break; } uniformsArray += " - _SVBRDF_BRDFVariants: " + BRDFVariants + "\n"; // Write scale factor for specular lobe uniformsArray += " - _SVBRDF_SpecularLobeMap_Scale: " + specularLobeScaleFactor + "\n"; float heightMapSize_mm = 0.0f; // @TODO! uniformsArray += " - _SVBRDF_heightMapMax_mm: " + heightMapSize_mm + "\n"; break; } case AxFService.AxFFile.Material.TYPE.CARPAINT: { // Setup flags uint flags = 0; flags |= _material.IsAnisotropic ? 1U : 0; flags |= hasClearCoat ? 2U : 0; flags |= _material.GetPropertyInt("cc_no_refraction", 0) == 1 ? 0 : 4U; // Explicitly use no refraction // flags |= hasHeightMap ? 8U : 0; uniformsArray += " - _flags: " + flags + "\n"; uniformsArray += " - _CarPaint_CT_diffuse: " + _material.GetPropertyFloat("CT_diffuse", 0) + "\n"; uniformsArray += " - _CarPaint_IOR: " + _material.GetPropertyFloat("IOR", 1) + "\n"; uniformsArray += " - _CarPaint_maxThetaI: " + _material.GetPropertyInt("max_thetaI", 0) + "\n"; uniformsArray += " - _CarPaint_numThetaF: " + _material.GetPropertyInt("num_thetaF", 0) + "\n"; uniformsArray += " - _CarPaint_numThetaI: " + _material.GetPropertyInt("num_thetaI", 0) + "\n"; // Write scale factor for BRDF color uniformsArray += " - _CarPaint_BRDFColorMap_Scale: " + BRDFColorScaleFactor + "\n"; uniformsArray += " - _CarPaint_BTFFlakesMap_Scale: " + BTFFlakeScaleFactor + "\n"; // ========================================================================================= // Setup simple arrays as colors float[] CT_F0s = _material.GetPropertyRaw("CT_F0s") as float[]; if (CT_F0s == null || CT_F0s.Length != 3) { throw new Exception("Expected 3 float values for F0!"); } float[] CT_coeffs = _material.GetPropertyRaw("CT_coeffs") as float[]; if (CT_coeffs == null || CT_coeffs.Length != 3) { throw new Exception("Expected 3 float values for coefficients!"); } float[] CT_spreads = _material.GetPropertyRaw("CT_spreads") as float[]; if (CT_spreads == null || CT_spreads.Length != 3) { throw new Exception("Expected 3 float values for spreads!"); } uniformsArray += " - _CarPaint_lobesCount: " + CT_F0s.Length + "\n"; colorsArray += " - _CarPaint_CT_F0s: {r: " + CT_F0s[0] + ", g: " + CT_F0s[1] + ", b: " + CT_F0s[2] + ", a: 0 }\n"; colorsArray += " - _CarPaint_CT_coeffs: {r: " + CT_coeffs[0] + ", g: " + CT_coeffs[1] + ", b: " + CT_coeffs[2] + ", a: 0 }\n"; colorsArray += " - _CarPaint_CT_spreads: {r: " + CT_spreads[0] + ", g: " + CT_spreads[1] + ", b: " + CT_spreads[2] + ", a: 0 }\n"; // ========================================================================================= // Create a custom texture for sliceLUT int[] thetaFI_sliceLUT = _material.GetPropertyRaw("thetaFI_sliceLUT") as int[]; if (thetaFI_sliceLUT == null) { throw new Exception("Slice LUT not found!"); } ImageUtility.ImageFile texSliceLUT = new ImageUtility.ImageFile((uint)thetaFI_sliceLUT.Length, 1, ImageUtility.PIXEL_FORMAT.R8, new ImageUtility.ColorProfile(ImageUtility.ColorProfile.STANDARD_PROFILE.LINEAR)); texSliceLUT.WritePixels((uint _X, uint _Y, ref float4 _color) => { _color.x = thetaFI_sliceLUT[_X] / 255.0f; }); System.IO.FileInfo targetTextureFileName = new System.IO.FileInfo(System.IO.Path.Combine(_targetDirectory.FullName, _material.Name, "sliceLUT.png")); texSliceLUT.Save(targetTextureFileName, ImageUtility.ImageFile.FILE_FORMAT.PNG); string GUID = GenerateMeta(targetTextureFileName, checkBoxGenerateMeta.Checked, checkBoxOverwriteExistingMeta.Checked, false, false, false, false); string textureEntry = templateTexture.Replace("<FILE ID>", 2800000.ToString()); textureEntry = textureEntry.Replace("<GUID>", GUID); textureEntry = textureEntry.Replace("<TEX_VARIABLE_NAME>", "_CarPaint_thetaFI_sliceLUTMap"); texturesArray += textureEntry; break; } default: throw new Exception("TODO! Support feeding variables to other BRDF types!"); } ////////////////////////////////////////////////////////////////////////// // Replace placeholders in template materialContent = materialContent.Replace("<TEXTURES ARRAY>", texturesArray); materialContent = materialContent.Replace("<UNIFORMS ARRAY>", uniformsArray); materialContent = materialContent.Replace("<COLORS ARRAY>", colorsArray); // Write target file System.IO.FileInfo materialFileName = new System.IO.FileInfo(System.IO.Path.Combine(_targetDirectory.FullName, _material.Name, "material.mat")); using (System.IO.StreamWriter S = materialFileName.CreateText()) S.Write(materialContent); }
void DumpMaterial(AxFService.AxFFile.Material _material, System.IO.DirectoryInfo _targetDirectory) { System.IO.DirectoryInfo fullTargetDirectory = new System.IO.DirectoryInfo(System.IO.Path.Combine(_targetDirectory.FullName, _material.Name)); if (!fullTargetDirectory.Exists) { fullTargetDirectory.Create(); } AxFService.AxFFile.Material.Texture[] textures = _material.Textures; TEXTURE_TYPE[] textureTypes = new TEXTURE_TYPE[textures.Length]; string[] GUIDs = new string[textures.Length]; bool allGUIDsValid = true; for (int textureIndex = 0; textureIndex < textures.Length; textureIndex++) { AxFService.AxFFile.Material.Texture texture = textures[textureIndex]; TEXTURE_TYPE textureType = TEXTURE_TYPE.UNKNOWN; switch (texture.Name.ToLower()) { case "diffusecolor": textureType = TEXTURE_TYPE.DIFFUSE_COLOR; break; case "specularcolor": textureType = TEXTURE_TYPE.SPECULAR_COLOR; break; case "normal": textureType = TEXTURE_TYPE.NORMAL; break; case "fresnel": textureType = TEXTURE_TYPE.FRESNEL; break; case "specularlobe": textureType = TEXTURE_TYPE.SPECULAR_LOBE; break; case "anisorotation": textureType = TEXTURE_TYPE.ANISOTROPY_ANGLE; break; case "height": textureType = TEXTURE_TYPE.HEIGHT; break; case "opacity": textureType = TEXTURE_TYPE.OPACITY; break; case "clearcoatcolor": textureType = TEXTURE_TYPE.CLEARCOAT_COLOR; break; case "clearcoatnormal": textureType = TEXTURE_TYPE.CLEARCOAT_NORMAL; break; case "clearcoatior": textureType = TEXTURE_TYPE.CLEARCOAT_IOR; break; // Car Paint case "brdfcolors": textureType = TEXTURE_TYPE.BRDF_COLOR; break; case "btfflakes": textureType = TEXTURE_TYPE.BTF_FLAKES; break; default: throw new Exception("Unsupported texture type \"" + texture.Name + "\"!"); } textureTypes[textureIndex] = textureType; bool sRGB = ((int)textureType & (int)TEXTURE_TYPE.FLAG_sRGB) != 0; bool isNormalMap = ((int)textureType & (int)TEXTURE_TYPE.FLAG_NORMAL) != 0; bool isIOR = ((int)textureType & (int)TEXTURE_TYPE.FLAG_IOR) != 0; bool isAngle = ((int)textureType & (int)TEXTURE_TYPE.FLAG_ANGLE) != 0; bool isArray = ((int)textureType & (int)TEXTURE_TYPE.FLAG_2DARRAY) != 0; bool scale = ((int)textureType & (int)TEXTURE_TYPE.FLAG_SCALE_BY_MAX) != 0 && texture.MaxValue > 1; System.IO.FileInfo targetTextureFileName = new System.IO.FileInfo(System.IO.Path.Combine(fullTargetDirectory.FullName, texture.Name + ".png")); //* // // Dump as DDS // texture.Images.DDSSaveFile( new System.IO.FileInfo( @"D:\Workspaces\Unity Labs\AxF\AxF Shader\Assets\AxF Materials\X-Rite_14-LTH_Red_GoatLeather_4405_2479\" + texture.Name + ".dds" ), texture.ComponentFormat ); // Individual dump as RGBA8 files // ImageUtility.ImageFile source = texture.Images[0][0][0]; // ImageUtility.ImageFile temp = new ImageUtility.ImageFile(); // //temp.ConvertFrom( source, ImageUtility.PIXEL_FORMAT.BGRA8 ); // temp.ToneMapFrom( source, ( float3 _HDR, ref float3 _LDR ) => { _LDR =_HDR; } ); // temp.Save( new System.IO.FileInfo( @"D:\Workspaces\Unity Labs\AxF\AxF Shader\Assets\AxF Materials\X-Rite_14-LTH_Red_GoatLeather_4405_2479\" + texture.Name + ".png" ), ImageUtility.ImageFile.FILE_FORMAT.PNG ); uint mipsCount = texture.Images[0].MipLevelsCount; for (uint mipIndex = 0; mipIndex < mipsCount; mipIndex++) { // Individual dump as RGBA16 files ImageUtility.ImageFile source = texture.Images[0][mipIndex][0]; float factor = 1.0f; if (scale) { factor = 1.0f / texture.MaxValue; // Apply scale } // if ( textureType == TEXTURE_TYPE.BRDF_COLOR ) { // Random R = new Random(); // source.ReadWritePixels( ( uint _X, uint _Y, ref float4 _color ) => { // _color.x = (0.5f+_X) / 63.0f; // _color.y = (0.5f+_X) / 63.0f; // _color.z = (0.5f+_X) / 63.0f; // _color.w = (float) R.NextDouble(); // // // Apply sRGB // _color.x = Mathf.Pow( Math.Max( 0.0f, _color.x ), 1.0f / 2.2f ); // _color.y = Mathf.Pow( Math.Max( 0.0f, _color.y ), 1.0f / 2.2f ); // _color.z = Mathf.Pow( Math.Max( 0.0f, _color.z ), 1.0f / 2.2f ); // // } ); // } else if (sRGB) { source.ReadWritePixels((uint _X, uint _Y, ref float4 _color) => { _color.x = Mathf.Pow(Math.Max(0.0f, factor * _color.x), 1.0f / 2.2f); _color.y = Mathf.Pow(Math.Max(0.0f, factor * _color.y), 1.0f / 2.2f); _color.z = Mathf.Pow(Math.Max(0.0f, factor * _color.z), 1.0f / 2.2f); // _color.w = 1.0f; }); } if (isNormalMap) { source.ReadWritePixels((uint _X, uint _Y, ref float4 _color) => { _color.x = 0.5f * (1.0f + _color.x); _color.y = 0.5f * (1.0f + _color.y); _color.z = 0.5f * (1.0f + _color.z); }); } if (isIOR) { // Transform into F0 source.ReadWritePixels((uint _X, uint _Y, ref float4 _color) => { if (float.IsNaN(_color.x)) { _color.x = 1.2f; } if (float.IsNaN(_color.y)) { _color.y = 1.2f; } if (float.IsNaN(_color.z)) { _color.z = 1.2f; } _color.x = (_color.x - 1.0f) / (_color.x + 1.0f); // We apply the square below, during the sRGB conversion _color.y = (_color.y - 1.0f) / (_color.y + 1.0f); _color.z = (_color.z - 1.0f) / (_color.z + 1.0f); _color.x = Mathf.Pow(Mathf.Max(0.0f, _color.x), 2.0f / 2.2f); // <= Notice the 2/2.2 here! _color.y = Mathf.Pow(Mathf.Max(0.0f, _color.y), 2.0f / 2.2f); _color.z = Mathf.Pow(Mathf.Max(0.0f, _color.z), 2.0f / 2.2f); }); sRGB = true; // Also encoded as sRGB now } if (isAngle) { // Renormalize source.ReadWritePixels((uint _X, uint _Y, ref float4 _color) => { _color.x = 0.5f * (1.0f + _color.x * Mathf.INVPI); _color.y = 0.5f * (1.0f + _color.y * Mathf.INVPI); _color.z = 0.5f * (1.0f + _color.z * Mathf.INVPI); }); } ImageUtility.ImageFile temp = new ImageUtility.ImageFile(); // if ( texture.Name.ToLower() == "diffusecolor" ) // temp.ToneMapFrom( source, ( float3 _HDR, ref float3 _LDR ) => { _LDR =_HDR; } ); // 8-bits for diffuse otherwise unity doesn't like it... :'( // else temp.ConvertFrom(source, ImageUtility.PIXEL_FORMAT.RGBA16); System.IO.FileInfo targetMipTextureFileName = mipIndex > 0 ? new System.IO.FileInfo(System.IO.Path.Combine(fullTargetDirectory.FullName, texture.Name + "_mip" + mipIndex + ".png")) : targetTextureFileName; temp.Save(targetMipTextureFileName, ImageUtility.ImageFile.FILE_FORMAT.PNG); // System.IO.FileInfo targetMipTextureFileName = new System.IO.FileInfo( System.IO.Path.Combine( fullTargetDirectory.FullName, texture.Name + ".tif" ) ); // temp.Save( targetMipTextureFileName, ImageUtility.ImageFile.FILE_FORMAT.TIFF ); // Generate or read meta file string GUID = GenerateMeta(targetMipTextureFileName, checkBoxGenerateMeta.Checked, checkBoxOverwriteExistingMeta.Checked, sRGB, isNormalMap, isIOR, isArray); if (mipIndex == 0) { GUIDs[textureIndex] = GUID; allGUIDsValid &= GUID != null; } } //*/ } if (!checkBoxGenerateMat.Checked) { return; } if (!allGUIDsValid) { throw new Exception("Not all texture GUIDs are valid! Can't generate material file!"); } GenerateMaterial(_material, _targetDirectory, textureTypes, GUIDs); }