예제 #1
0
        /// <summary>
        /// Convertes all UMAMaterial channel Material Property names if they match.
        /// </summary>
        /// <param name="From"></param>
        /// <param name="To"></param>
        /// <returns></returns>
        static bool ConvertUMAMaterials(string From, string To)
        {
            string[] guids = AssetDatabase.FindAssets("t:UMAMaterial");

            int dirtycount = 0;

            foreach (string guid in guids)
            {
                bool        matModified = false;
                string      path        = AssetDatabase.GUIDToAssetPath(guid);
                UMAMaterial umat        = AssetDatabase.LoadAssetAtPath <UMAMaterial>(path);
                if (umat.material.shader.name.ToLower().StartsWith("standard") || umat.material.shader.name.ToLower().Contains("lit"))
                {
                    for (int i = 0; i < umat.channels.Length; i++)
                    {
                        if (umat.channels[i].materialPropertyName == From)
                        {
                            umat.channels[i].materialPropertyName = To;
                            matModified = true;
                        }
                    }
                }
                if (matModified)
                {
                    dirtycount++;
                    EditorUtility.SetDirty(umat);
                }
            }
            if (dirtycount > 0)
            {
                AssetDatabase.SaveAssets();
                return(true);
            }
            return(false);
        }
예제 #2
0
	    void OnGUI()
	    {
			GUILayout.Label("UMA Slot Builder");
			GUILayout.Space(20);
			normalReferenceMesh = EditorGUILayout.ObjectField("Seams Mesh (Optional)", normalReferenceMesh, typeof(SkinnedMeshRenderer), false) as SkinnedMeshRenderer;
	        slotMesh = EditorGUILayout.ObjectField("Slot Mesh", slotMesh, typeof(SkinnedMeshRenderer), false) as SkinnedMeshRenderer;
			slotMaterial = EditorGUILayout.ObjectField("UMAMaterial", slotMaterial, typeof(UMAMaterial), false) as UMAMaterial;
	        slotFolder = EditorGUILayout.ObjectField("Slot Destination Folder", slotFolder, typeof(UnityEngine.Object), false) as UnityEngine.Object;
			EnforceFolder(ref slotFolder);
			slotName = EditorGUILayout.TextField("Element Name", slotName);
			
	        if (GUILayout.Button("Create Slot"))
	        {
	            Debug.Log("Processing...");
	            if (CreateSlot() != null)
	            {
	                Debug.Log("Success.");
	            }
	        }
	      
	        GUILayout.Label("", EditorStyles.boldLabel);
	        Rect dropArea = GUILayoutUtility.GetRect(0.0f, 50.0f, GUILayout.ExpandWidth(true));
	        GUI.Box(dropArea, "Drag meshes here");
	        GUILayout.Label("Automatic Drag and Drop processing", EditorStyles.boldLabel);
	        relativeFolder = EditorGUILayout.ObjectField("Relative Folder", relativeFolder, typeof(UnityEngine.Object), false) as UnityEngine.Object;
	        EnforceFolder(ref relativeFolder);

	        DropAreaGUI(dropArea);
	    }
        private UMAData.GeneratedMaterial FindOrCreateGeneratedMaterial(UMAMaterial umaMaterial, UMARendererAsset renderer = null)
        {
            if (umaMaterial.materialType == UMAMaterial.MaterialType.Atlas)
            {
                foreach (var atlassedMaterial in atlassedMaterials)
                {
                    if (atlassedMaterial.umaMaterial == umaMaterial && atlassedMaterial.rendererAsset == renderer)
                    {
                        return(atlassedMaterial);
                    }
                    else
                    {
                        if (atlassedMaterial.umaMaterial.Equals(umaMaterial) && atlassedMaterial.rendererAsset == renderer)
                        {
                            return(atlassedMaterial);
                        }
                    }
                }
            }

            var res = new UMAData.GeneratedMaterial();

            res.rendererAsset = renderer;
            res.umaMaterial   = umaMaterial;
            res.material      = UnityEngine.Object.Instantiate(umaMaterial.material) as Material;
            res.material.name = umaMaterial.material.name;
#if UNITY_WEBGL
            res.material.shader = Shader.Find(res.material.shader.name);
#endif
            res.material.CopyPropertiesFromMaterial(umaMaterial.material);
            atlassedMaterials.Add(res);
            generatedMaterials.Add(res);

            return(res);
        }
        private UMAData.GeneratedMaterial FindOrCreateGeneratedMaterial(UMAMaterial umaMaterial)
        {
            if (umaMaterial.materialType == UMAMaterial.MaterialType.Atlas)
            {
                foreach (var atlassedMaterial in atlassedMaterials)
                {
                    if (atlassedMaterial.umaMaterial == umaMaterial)
                    {
                        return(atlassedMaterial);
                    }
                    else
                    {
                        if (atlassedMaterial.umaMaterial.Equals(umaMaterial))
                        {
                            return(atlassedMaterial);
                        }
                    }
                }
            }

            var res = new UMAData.GeneratedMaterial();

            if (umaMaterial.RequireSeperateRenderer)
            {
                res.renderer = rendererCount++;
            }
            res.umaMaterial   = umaMaterial;
            res.material      = UnityEngine.Object.Instantiate(umaMaterial.material) as Material;
            res.material.name = umaMaterial.material.name;
            atlassedMaterials.Add(res);
            generatedMaterials.Add(res);
            return(res);
        }
예제 #5
0
        private UMAData.GeneratedMaterial FindOrCreateGeneratedMaterial(UMAMaterial umaMaterial)
        {
            if (umaMaterial.materialType != UMAMaterial.MaterialType.Atlas)
            {
                var res = new UMAData.GeneratedMaterial();
                res.umaMaterial   = umaMaterial;
                res.material      = UnityEngine.Object.Instantiate(umaMaterial.material) as Material;
                res.material.name = umaMaterial.material.name;
                generatedMaterials.Add(res);
                return(res);
            }
            else
            {
                foreach (var atlassedMaterial in atlassedMaterials)
                {
                    if (atlassedMaterial.umaMaterial == umaMaterial)
                    {
                        return(atlassedMaterial);
                    }
                }

                var res = new UMAData.GeneratedMaterial();
                res.umaMaterial   = umaMaterial;
                res.material      = UnityEngine.Object.Instantiate(umaMaterial.material) as Material;
                res.material.name = umaMaterial.material.name;
                atlassedMaterials.Add(res);
                generatedMaterials.Add(res);
                return(res);
            }
        }
예제 #6
0
 public void Assign(SlotDataAsset source)
 {
     slotName           = source.slotName;
     nameHash           = source.nameHash;
     material           = source.material;
     overlayScale       = source.overlayScale;
     animatedBoneNames  = source.animatedBoneNames;
     animatedBoneHashes = source.animatedBoneHashes;
     meshData           = source.meshData;
     subMeshIndex       = source.subMeshIndex;
     slotGroup          = source.slotGroup;
     tags = source.tags;
 }
예제 #7
0
        /// <summary>
        /// Checks if UMAMaterials are effectively equal.
        /// Useful when comparing materials from asset bundles, that would otherwise say they are different to ones in the binary
        /// And procedural materials which can be output compatible even if they are generated from different sources
        /// </summary>
        /// <param name="material">The material to compare</param>
        /// <returns></returns>
        public bool Equals(UMAMaterial material)
        {
            if (this.GetInstanceID() == material.GetInstanceID())
            {
                return(true);
            }
            else
            {
                if (this.material.name != material.material.name)
                {
                    return(false);
                }
                if (this.material.shader != material.material.shader)
                {
                    return(false);
                }
                if (this.material.renderQueue != material.material.renderQueue)
                {
                    return(false);
                }
                if (this.materialType != material.materialType)
                {
                    return(false);
                }
                if (this.channels.Length != material.channels.Length)
                {
                    return(false);
                }
                for (int i = 0; i < this.channels.Length; i++)
                {
                    MaterialChannel thisChannel  = this.channels[i];
                    MaterialChannel otherChannel = material.channels[i];
                    if (thisChannel.channelType != otherChannel.channelType)
                    {
                        return(false);
                    }
                    if (thisChannel.materialPropertyName != otherChannel.materialPropertyName)
                    {
                        return(false);
                    }
                }

                return(true);
            }
        }
예제 #8
0
        /// <summary>
        /// Checks if UMAMaterials are effectively equal.
        /// Useful when comparing materials from asset bundles, that would otherwise say they are different to ones in the binary
        /// And procedural materials which can be output compatible even if they are generated from different sources
        /// </summary>
        /// <param name="material">The material to compare</param>
        /// <returns></returns>
        public bool Equals(UMAMaterial material)
        {
            if (this.name == material.name)
            {
                return(true);
            }
            else
            {
                return(false);
            }

            /*
             * if (this.GetInstanceID() == material.GetInstanceID())
             * {
             *  return true;
             * }
             * else
             * {
             *                  if (this.material.name != material.material.name)
             *                          return false;
             *                  //if (this.material.shader != material.material.shader)
             *                  //	return false;
             *  if (this.material.renderQueue != material.material.renderQueue)
             *      return false;
             *                  if (this.materialType != material.materialType)
             *                          return false;
             *                  if (this.channels.Length != material.channels.Length)
             *                          return false;
             *                  for (int i = 0; i < this.channels.Length; i++)
             *                  {
             *                          MaterialChannel thisChannel = this.channels[i];
             *                          MaterialChannel otherChannel = material.channels[i];
             *                          if (thisChannel.channelType != otherChannel.channelType)
             *                                  return false;
             *                          if (thisChannel.materialPropertyName != otherChannel.materialPropertyName)
             *                                  return false;
             *                  }
             *
             *                  return true;
             * }
             */
        }
예제 #9
0
 /// <summary>
 /// Checks if UMAMaterials are effectively equal. Useful when comparing materials from asset bundles, that would otherwise say they are different to ones in the binary
 /// </summary>
 /// <param name="material">The material to compare</param>
 /// <returns></returns>
 public bool Equals(UMAMaterial material)
 {
     if (this.GetInstanceID() == material.GetInstanceID())
     {
         return true;
     }
     else
     {
         if (this.name == material.name &&
             this.material.name == material.material.name &&
             this.materialType == material.materialType &&
             this.channels.Length == material.channels.Length)
         {
             return true;
         }
         else
         {
             return false;
         }
     }
 }
예제 #10
0
 /// <summary>
 /// Checks if UMAMaterials are effectively equal. Useful when comparing materials from asset bundles, that would otherwise say they are different to ones in the binary
 /// </summary>
 /// <param name="material">The material to compare</param>
 /// <returns></returns>
 public bool Equals(UMAMaterial material)
 {
     if (this.GetInstanceID() == material.GetInstanceID())
     {
         return(true);
     }
     else
     {
         if (this.name == material.name &&
             this.material.name == material.material.name &&
             this.materialType == material.materialType &&
             this.channels.Length == material.channels.Length)
         {
             return(true);
         }
         else
         {
             return(false);
         }
     }
 }
예제 #11
0
        /// <summary>
        /// Setup data for atlas building.
        /// </summary>
        /// <param name="_umaData">UMA data.</param>
        /// <param name="_umaGenerator">UMA generator.</param>
        public void ProcessTexture(UMAData _umaData, UMAGeneratorBase _umaGenerator)
        {
            umaData      = _umaData;
            umaGenerator = _umaGenerator;
            if (umaGenerator is UMAGenerator)
            {
                fastPath = (umaGenerator as UMAGenerator).fastGeneration;
            }

            if (umaData.atlasResolutionScale <= 0)
            {
                umaData.atlasResolutionScale = 1f;
            }
            var textureMerge = umaGenerator.textureMerge;

            textureMerge.RefreshMaterials();
            if (textureMerge == null)
            {
                if (Debug.isDebugBuild)
                {
                    Debug.LogError("TextureMerge is null!");
                }
                // yield return null;
            }
            try
            {
                for (int atlasIndex = umaData.generatedMaterials.materials.Count - 1; atlasIndex >= 0; atlasIndex--)
                {
                    var generatedMaterial = umaData.generatedMaterials.materials[atlasIndex];

                    //Rendering Atlas
                    int moduleCount = 0;

                    //Process all necessary TextureModules
                    for (int i = 0; i < generatedMaterial.materialFragments.Count; i++)
                    {
                        if (!generatedMaterial.materialFragments[i].isRectShared && !generatedMaterial.materialFragments[i].isNoTextures)
                        {
                            moduleCount++;
                            moduleCount = moduleCount + generatedMaterial.materialFragments[i].overlays.Length;
                        }
                    }
                    textureMerge.EnsureCapacity(moduleCount);

                    var slotData = generatedMaterial.materialFragments[0].slotData;
                    resultingTextures = new Texture[slotData.material.channels.Length];
                    for (int textureType = slotData.material.channels.Length - 1; textureType >= 0; textureType--)
                    {
                        switch (slotData.material.channels[textureType].channelType)
                        {
                        case UMAMaterial.ChannelType.Texture:
                        case UMAMaterial.ChannelType.DiffuseTexture:
                        case UMAMaterial.ChannelType.NormalMap:
                        case UMAMaterial.ChannelType.DetailNormalMap:
                        {
                            textureMerge.Reset();
                            for (int i = 0; i < generatedMaterial.materialFragments.Count; i++)
                            {
                                textureMerge.SetupModule(generatedMaterial, i, textureType);
                            }

                            //last element for this textureType
                            moduleCount = 0;

                            int width  = Mathf.FloorToInt(generatedMaterial.cropResolution.x);
                            int height = Mathf.FloorToInt(generatedMaterial.cropResolution.y);

                            if (width == 0 || height == 0)
                            {
                                continue;
                            }

                            //this should be restricted to >= 1 but 0 was allowed before and projects may have the umaMaterial value serialized to 0.
                            float downSample = (slotData.material.channels[textureType].DownSample == 0) ? 1f : (1f / slotData.material.channels[textureType].DownSample);

                            destinationTexture            = new RenderTexture(Mathf.FloorToInt(generatedMaterial.cropResolution.x * umaData.atlasResolutionScale * downSample), Mathf.FloorToInt(generatedMaterial.cropResolution.y * umaData.atlasResolutionScale * downSample), 0, slotData.material.channels[textureType].textureFormat, RenderTextureReadWrite.Linear);
                            destinationTexture.filterMode = FilterMode.Point;
                            destinationTexture.useMipMap  = umaGenerator.convertMipMaps && !umaGenerator.convertRenderTexture;
                            destinationTexture.name       = slotData.material.name + " Chan " + textureType + " frame: " + Time.frameCount;

                            //Draw all the Rects here

                            Color backgroundColor;
                            UMAMaterial.ChannelType channelType = slotData.material.channels[textureType].channelType;

                            if (slotData.material.MaskWithCurrentColor && (channelType == UMAMaterial.ChannelType.DiffuseTexture || channelType == UMAMaterial.ChannelType.Texture || channelType == UMAMaterial.ChannelType.TintedTexture))
                            {
                                backgroundColor = slotData.material.maskMultiplier * textureMerge.camBackgroundColor;
                            }
                            else
                            {
                                backgroundColor = UMAMaterial.GetBackgroundColor(slotData.material.channels[textureType].channelType);
                            }


                            textureMerge.DrawAllRects(destinationTexture, width, height, backgroundColor, umaGenerator.SharperFitTextures);

                            //PostProcess
                            textureMerge.PostProcess(destinationTexture, slotData.material.channels[textureType].channelType);

                            if (umaGenerator.convertRenderTexture || slotData.material.channels[textureType].ConvertRenderTexture)
                            {
                                #region Convert Render Textures
                                // if (!fastPath) yield return 25;
                                Texture2D tempTexture;

                                tempTexture = new Texture2D(destinationTexture.width, destinationTexture.height, TextureFormat.ARGB32, umaGenerator.convertMipMaps, true);

                                int xblocks = destinationTexture.width / 512;
                                int yblocks = destinationTexture.height / 512;
                                if (xblocks == 0 || yblocks == 0 || fastPath)
                                {
                                    RenderTexture.active = destinationTexture;
                                    //Debug.Log("CVT-FP Activated " + destinationTexture.name);
                                    tempTexture.ReadPixels(new Rect(0, 0, destinationTexture.width, destinationTexture.height), 0, 0, umaGenerator.convertMipMaps);
                                    // Debug.Log("CVT-FP Cleared " + destinationTexture.name);
                                }
                                else
                                {
                                    // figures that ReadPixels works differently on OpenGL and DirectX, someday this code will break because Unity fixes this bug!
                                    if (IsOpenGL())
                                    {
                                        for (int x = 0; x < xblocks; x++)
                                        {
                                            for (int y = 0; y < yblocks; y++)
                                            {
                                                RenderTexture.active = destinationTexture;
                                                // Debug.Log("CVT-SP OGL Activated " + destinationTexture.name+" "+x+" "+y);
                                                tempTexture.ReadPixels(new Rect(x * 512, y * 512, 512, 512), x * 512, y * 512, umaGenerator.convertMipMaps);
                                                // Debug.Log("CVT-SP OGL Cleared " + destinationTexture.name + " " + x + " " + y);
                                                // yield return 8;
                                            }
                                        }
                                    }
                                    else
                                    {
                                        for (int x = 0; x < xblocks; x++)
                                        {
                                            for (int y = 0; y < yblocks; y++)
                                            {
                                                // Debug.Log("CVT-SP NOTOGL Activated " + destinationTexture.name + " " + x + " " + y);
                                                RenderTexture.active = destinationTexture;
                                                tempTexture.ReadPixels(new Rect(x * 512, destinationTexture.height - 512 - y * 512, 512, 512), x * 512, y * 512, umaGenerator.convertMipMaps);
                                                //   Debug.Log("CVT-SP NOTOGL Cleared " + destinationTexture.name + " " + x + " " + y);
                                                //   yield return 8;
                                            }
                                        }
                                    }
                                }


                                resultingTextures[textureType] = tempTexture as Texture;


                                destinationTexture.Release();
                                UnityEngine.GameObject.DestroyImmediate(destinationTexture);
                                // if (!fastPath) yield return 6;
                                tempTexture = resultingTextures[textureType] as Texture2D;
                                tempTexture.Apply();
                                tempTexture.wrapMode   = TextureWrapMode.Repeat;
                                tempTexture.anisoLevel = slotData.material.AnisoLevel;
                                tempTexture.mipMapBias = slotData.material.MipMapBias;
                                tempTexture.filterMode = slotData.material.MatFilterMode;
                                //if (slotData.asset.material.channels[textureType].Compression != UMAMaterial.CompressionSettings.None)
                                //{
                                //    tempTexture.Compress(slotData.asset.material.channels[textureType].Compression == UMAMaterial.CompressionSettings.HighQuality);
                                // }
                                resultingTextures[textureType] = tempTexture;
                                if (!slotData.material.channels[textureType].NonShaderTexture)
                                {
                                    generatedMaterial.material.SetTexture(slotData.material.channels[textureType].materialPropertyName, tempTexture);
                                }
                                #endregion
                            }
                            else
                            {
                                destinationTexture.anisoLevel  = slotData.material.AnisoLevel;
                                destinationTexture.mipMapBias  = slotData.material.MipMapBias;
                                destinationTexture.filterMode  = slotData.material.MatFilterMode;
                                destinationTexture.wrapMode    = TextureWrapMode.Repeat;
                                resultingTextures[textureType] = destinationTexture;
                                if (!slotData.material.channels[textureType].NonShaderTexture)
                                {
                                    generatedMaterial.material.SetTexture(slotData.material.channels[textureType].materialPropertyName, destinationTexture);
                                }
                            }

                            break;
                        }

                        case UMAMaterial.ChannelType.MaterialColor:
                        {
                            if (slotData.material.channels[textureType].NonShaderTexture)
                            {
                                break;
                            }
                            generatedMaterial.material.SetColor(slotData.material.channels[textureType].materialPropertyName, generatedMaterial.materialFragments[0].baseColor);
                            break;
                        }

                        case UMAMaterial.ChannelType.TintedTexture:
                        {
                            for (int i = 0; i < generatedMaterial.materialFragments.Count; i++)
                            {
                                var fragment = generatedMaterial.materialFragments[i];
                                if (fragment.isRectShared)
                                {
                                    continue;
                                }
                                for (int j = 0; j < fragment.baseOverlay.textureList.Length; j++)
                                {
                                    if (fragment.baseOverlay.textureList[j] != null)
                                    {
                                        if (!slotData.material.channels[textureType].NonShaderTexture)
                                        {
                                            generatedMaterial.material.SetTexture(slotData.material.channels[j].materialPropertyName, fragment.baseOverlay.textureList[j]);
                                        }
                                        if (j == 0)
                                        {
                                            generatedMaterial.material.color = fragment.baseColor;
                                        }
                                    }
                                }
                                foreach (var overlay in fragment.overlays)
                                {
                                    if (generatedMaterial.textureNameList == null)
                                    {
                                        for (int j = 0; j < overlay.textureList.Length; j++)
                                        {
                                            if (overlay.textureList[j] != null)
                                            {
                                                if (!slotData.material.channels[textureType].NonShaderTexture)
                                                {
                                                    generatedMaterial.material.SetTexture(slotData.material.channels[j].materialPropertyName, overlay.textureList[j]);
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                            break;
                        }
                        }
                    }
                    generatedMaterial.resultingAtlasList = resultingTextures;
                }
            }
            finally
            {
                RenderTexture.active = null;
            }
        }
예제 #12
0
 public void LoadFromIndex()
 {
     material = UMAAssetIndexer.Instance.GetAsset <UMAMaterial>(materialName);
 }
예제 #13
0
 public static bool MaterialIsValid(UMAMaterial material)
 {
     return(material != null && !string.IsNullOrEmpty(material.name));
 }
예제 #14
0
        /// <summary>
        /// Validate the OverlayData against the requirements of a particular UMAMaterial.
        /// </summary>
        /// <param name="targetMaterial">UMAMaterial to try and match.</param>
        /// <param name="isBaseOverlay">Is this the first overlay being applied?</param>
        internal bool Validate(UMAMaterial targetMaterial, bool isBaseOverlay)
        {
            bool valid = true;

            if (asset.material != targetMaterial)
            {
                if (!asset.material.Equals(targetMaterial))
                {
                    Debug.LogError(string.Format("Overlay '{0}' doesn't have the expected UMA Material: '{1}'", asset.overlayName, targetMaterial.name));
                    valid = false;
                }
            }

            if (asset.textureCount != targetMaterial.channels.Length)
            {
                Debug.LogError(string.Format("Overlay '{0}' doesn't have the right number of channels", asset.overlayName));
                valid = false;
            }
            else
            {
                // HACK - Assume that procedural materials can always generate all channels
                if (this.isProcedural)
                {
                }
                // All channels must be initialized by the base overlay, only channel 0 in others
                else
                {
                    for (int i = 0; i < targetMaterial.channels.Length; i++)
                    {
                        if ((asset.textureList[i] == null) && (targetMaterial.channels[i].channelType != UMAMaterial.ChannelType.MaterialColor))
                        {
                            Debug.LogError(string.Format("Overlay '{0}' missing required texture in channel {1}", asset.overlayName, i));
                            valid = false;
                        }

                        if (!isBaseOverlay)
                        {
                            break;
                        }
                    }
                }
            }

            if (colorData.channelMask.Length < targetMaterial.channels.Length)
            {
                // Fixup colorData if moving from Legacy to PBR materials
                int oldsize = colorData.channelMask.Length;

                System.Array.Resize(ref colorData.channelMask, targetMaterial.channels.Length);
                System.Array.Resize(ref colorData.channelAdditiveMask, targetMaterial.channels.Length);

                for (int i = oldsize; i > targetMaterial.channels.Length; i++)
                {
                    colorData.channelMask[i]         = Color.white;
                    colorData.channelAdditiveMask[i] = Color.black;
                }


                Debug.LogWarning(string.Format("Overlay '{0}' missing required color data. Resizing and adding defaults", asset.overlayName));
            }

            return(valid);
        }
예제 #15
0
        protected override IEnumerator workerMethod()
        {
            var textureMerge = umaGenerator.textureMerge;

            if (textureMerge == null)
            {
                if (Debug.isDebugBuild)
                {
                    Debug.LogError("TextureMerge is null!");
                }
                yield return(null);
            }

            for (int atlasIndex = umaData.generatedMaterials.materials.Count - 1; atlasIndex >= 0; atlasIndex--)
            {
                var atlas = umaData.generatedMaterials.materials[atlasIndex];

                //Rendering Atlas
                int moduleCount = 0;

                //Process all necessary TextureModules
                for (int i = 0; i < atlas.materialFragments.Count; i++)
                {
                    if (!atlas.materialFragments[i].isRectShared)
                    {
                        moduleCount++;
                        moduleCount = moduleCount + atlas.materialFragments[i].overlays.Length;
                    }
                }
                textureMerge.EnsureCapacity(moduleCount);

                var slotData = atlas.materialFragments[0].slotData;
                resultingTextures = new Texture[slotData.asset.material.channels.Length];
                for (int textureType = slotData.asset.material.channels.Length - 1; textureType >= 0; textureType--)
                {
                    switch (slotData.asset.material.channels[textureType].channelType)
                    {
                    case UMAMaterial.ChannelType.Texture:
                    case UMAMaterial.ChannelType.DiffuseTexture:
                    case UMAMaterial.ChannelType.NormalMap:
                    case UMAMaterial.ChannelType.DetailNormalMap:
                    {
                        textureMerge.Reset();
                        for (int i = 0; i < atlas.materialFragments.Count; i++)
                        {
                            textureMerge.SetupModule(atlas, i, textureType);
                        }

                        //last element for this textureType
                        moduleCount = 0;

                        int width  = Mathf.FloorToInt(atlas.cropResolution.x);
                        int height = Mathf.FloorToInt(atlas.cropResolution.y);

                        if (width == 0 || height == 0)
                        {
                            continue;
                        }

                        destinationTexture            = new RenderTexture(Mathf.FloorToInt(atlas.cropResolution.x * umaData.atlasResolutionScale), Mathf.FloorToInt(atlas.cropResolution.y * umaData.atlasResolutionScale), 0, slotData.asset.material.channels[textureType].textureFormat, RenderTextureReadWrite.Linear);
                        destinationTexture.filterMode = FilterMode.Point;
                        destinationTexture.useMipMap  = umaGenerator.convertMipMaps && !umaGenerator.convertRenderTexture;
                        //Draw all the Rects here

                        Color backgroundColor;
                        UMAMaterial.ChannelType channelType = slotData.asset.material.channels[textureType].channelType;

                        if (slotData.asset.material.MaskWithCurrentColor && (channelType == UMAMaterial.ChannelType.DiffuseTexture || channelType == UMAMaterial.ChannelType.Texture || channelType == UMAMaterial.ChannelType.TintedTexture))
                        {
                            backgroundColor = slotData.asset.material.maskMultiplier * textureMerge.camBackgroundColor;
                        }
                        else
                        {
                            backgroundColor = UMAMaterial.GetBackgroundColor(slotData.asset.material.channels[textureType].channelType);
                        }


                        textureMerge.DrawAllRects(destinationTexture, width, height, backgroundColor);

                        //PostProcess
                        textureMerge.PostProcess(destinationTexture, slotData.asset.material.channels[textureType].channelType);

                        int DownSample = slotData.asset.material.channels[textureType].DownSample;
                        if (DownSample != 0)
                        {
                            int newW = width >> DownSample;
                            int newH = height >> DownSample;

                            RenderTexture rt = ResizeRenderTexture(destinationTexture, newW, newH, FilterMode.Bilinear);
                            destinationTexture.Release();
                            destinationTexture = rt;
                        }

                        if (umaGenerator.convertRenderTexture || slotData.asset.material.channels[textureType].ConvertRenderTexture)
                        {
                            #region Convert Render Textures
                            if (!fastPath)
                            {
                                yield return(25);
                            }
                            Texture2D tempTexture;

                            tempTexture = new Texture2D(destinationTexture.width, destinationTexture.height, TextureFormat.ARGB32, umaGenerator.convertMipMaps, true);

                            int xblocks = destinationTexture.width / 512;
                            int yblocks = destinationTexture.height / 512;
                            if (xblocks == 0 || yblocks == 0 || fastPath)
                            {
                                RenderTexture.active = destinationTexture;
                                tempTexture.ReadPixels(new Rect(0, 0, destinationTexture.width, destinationTexture.height), 0, 0, umaGenerator.convertMipMaps);
                                RenderTexture.active = null;
                            }
                            else
                            {
                                // figures that ReadPixels works differently on OpenGL and DirectX, someday this code will break because Unity fixes this bug!
                                if (IsOpenGL())
                                {
                                    for (int x = 0; x < xblocks; x++)
                                    {
                                        for (int y = 0; y < yblocks; y++)
                                        {
                                            RenderTexture.active = destinationTexture;
                                            tempTexture.ReadPixels(new Rect(x * 512, y * 512, 512, 512), x * 512, y * 512, umaGenerator.convertMipMaps);
                                            RenderTexture.active = null;
                                            yield return(8);
                                        }
                                    }
                                }
                                else
                                {
                                    for (int x = 0; x < xblocks; x++)
                                    {
                                        for (int y = 0; y < yblocks; y++)
                                        {
                                            RenderTexture.active = destinationTexture;
                                            tempTexture.ReadPixels(new Rect(x * 512, destinationTexture.height - 512 - y * 512, 512, 512), x * 512, y * 512, umaGenerator.convertMipMaps);
                                            RenderTexture.active = null;
                                            yield return(8);
                                        }
                                    }
                                }
                            }


                            resultingTextures[textureType] = tempTexture as Texture;

                            RenderTexture.active = null;

                            destinationTexture.Release();
                            UnityEngine.GameObject.DestroyImmediate(destinationTexture);
                            if (!fastPath)
                            {
                                yield return(6);
                            }
                            tempTexture = resultingTextures[textureType] as Texture2D;
                            tempTexture.Apply();
                            tempTexture.wrapMode   = TextureWrapMode.Repeat;
                            tempTexture.anisoLevel = slotData.asset.material.AnisoLevel;
                            tempTexture.mipMapBias = slotData.asset.material.MipMapBias;
                            tempTexture.filterMode = slotData.asset.material.MatFilterMode;
                            if (slotData.asset.material.channels[textureType].Compression != UMAMaterial.CompressionSettings.None)
                            {
                                tempTexture.Compress(slotData.asset.material.channels[textureType].Compression == UMAMaterial.CompressionSettings.HighQuality);
                            }
                            resultingTextures[textureType] = tempTexture;
                            if (!slotData.asset.material.channels[textureType].NonShaderTexture)
                            {
                                atlas.material.SetTexture(slotData.asset.material.channels[textureType].materialPropertyName, tempTexture);
                            }
                            #endregion
                        }
                        else
                        {
                            destinationTexture.anisoLevel  = slotData.asset.material.AnisoLevel;
                            destinationTexture.mipMapBias  = slotData.asset.material.MipMapBias;
                            destinationTexture.filterMode  = slotData.asset.material.MatFilterMode;
                            destinationTexture.wrapMode    = TextureWrapMode.Repeat;
                            resultingTextures[textureType] = destinationTexture;
                            if (!slotData.asset.material.channels[textureType].NonShaderTexture)
                            {
                                atlas.material.SetTexture(slotData.asset.material.channels[textureType].materialPropertyName, destinationTexture);
                            }
                        }

                        break;
                    }

                    case UMAMaterial.ChannelType.MaterialColor:
                    {
                        if (slotData.asset.material.channels[textureType].NonShaderTexture)
                        {
                            break;
                        }
                        atlas.material.SetColor(slotData.asset.material.channels[textureType].materialPropertyName, atlas.materialFragments[0].baseColor);
                        break;
                    }

                    case UMAMaterial.ChannelType.TintedTexture:
                    {
                        for (int i = 0; i < atlas.materialFragments.Count; i++)
                        {
                            var fragment = atlas.materialFragments[i];
                            if (fragment.isRectShared)
                            {
                                continue;
                            }
                            for (int j = 0; j < fragment.baseOverlay.textureList.Length; j++)
                            {
                                if (fragment.baseOverlay.textureList[j] != null)
                                {
                                    if (!slotData.asset.material.channels[textureType].NonShaderTexture)
                                    {
                                        atlas.material.SetTexture(slotData.asset.material.channels[j].materialPropertyName, fragment.baseOverlay.textureList[j]);
                                    }
                                    if (j == 0)
                                    {
                                        atlas.material.color = fragment.baseColor;
                                    }
                                }
                            }
                            foreach (var overlay in fragment.overlays)
                            {
                                for (int j = 0; j < overlay.textureList.Length; j++)
                                {
                                    if (overlay.textureList[j] != null)
                                    {
                                        if (!slotData.asset.material.channels[textureType].NonShaderTexture)
                                        {
                                            atlas.material.SetTexture(slotData.asset.material.channels[j].materialPropertyName, overlay.textureList[j]);
                                        }
                                    }
                                }
                            }
                        }
                        break;
                    }
                    }
                }
                atlas.resultingAtlasList = resultingTextures;
            }
        }
예제 #16
0
        /// <summary>
        /// Validate the OverlayData against the requirements of a particular UMAMaterial.
        /// </summary>
        /// <param name="targetMaterial">UMAMaterial to try and match.</param>
        /// <param name="isBaseOverlay">Is this the first overlay being applied?</param>
        internal bool Validate(UMAMaterial targetMaterial, bool isBaseOverlay)
        {
            bool valid = true;

            Validate();

            if (asset.material == null)
            {
#if UNITY_EDITOR
                Debug.LogError(string.Format("Overlay '{0}' doesn't have a UMA Material assigned. {1}", asset.overlayName, UnityEditor.AssetDatabase.GetAssetPath(asset)));
#endif
                return(false);
            }

            if ((asset.material != null) && (asset.material.name != targetMaterial.name))
            {
                if (asset.material != targetMaterial)
                {
                    if (!asset.material.Equals(targetMaterial))
                    {
#if UNITY_EDITOR
                        Debug.LogError(string.Format("Overlay '{0}' doesn't have the expected UMA Material: '{1}'!\nCurrently it has '{2}' at '{3}'", asset.overlayName, targetMaterial.name, asset.material, UnityEditor.AssetDatabase.GetAssetPath(asset)));
#endif
                        valid = false;
                    }
                }
            }

            if (isEmpty)
            {
                return(true);
            }

            if (asset.textureCount != targetMaterial.channels.Length)
            {
                if (Debug.isDebugBuild)
                {
                    Debug.LogError(string.Format("Overlay '{0}' doesn't have the right number of channels", asset.overlayName));
                }
                valid = false;
            }
            else
            {
                // HACK - Assume that procedural materials can always generate all channels
                if (this.isProcedural)
                {
                }
                // All channels must be initialized by the base overlay, only channel 0 in others
                else
                {
                    for (int i = 0; i < targetMaterial.channels.Length; i++)
                    {
                        if ((asset.textureList[i] == null) && (targetMaterial.channels[i].channelType != UMAMaterial.ChannelType.MaterialColor))
                        {
                            if (Debug.isDebugBuild)
                            {
                                Debug.LogError(string.Format("Overlay '{0}' missing required texture in channel {1}", asset.overlayName, i));
                            }
                            valid = false;
                        }

                        if (!isBaseOverlay)
                        {
                            break;
                        }
                    }
                }
            }

            if (colorData.channelMask.Length < targetMaterial.channels.Length)
            {
                // Fixup colorData if moving from Legacy to PBR materials
                int oldsize = colorData.channelMask.Length;

                System.Array.Resize(ref colorData.channelMask, targetMaterial.channels.Length);
                System.Array.Resize(ref colorData.channelAdditiveMask, targetMaterial.channels.Length);

                for (int i = oldsize; i < targetMaterial.channels.Length; i++)
                {
                    colorData.channelMask[i]         = Color.white;
                    colorData.channelAdditiveMask[i] = new Color32(0, 0, 0, 0);
                }
            }

            return(valid);
        }
예제 #17
0
		public static SlotDataAsset CreateSlotData(string slotFolder, string assetFolder, string assetName, SkinnedMeshRenderer mesh, UMAMaterial material, SkinnedMeshRenderer prefabMesh)
		{
			if (!System.IO.Directory.Exists(slotFolder + '/' + assetFolder))
			{
				System.IO.Directory.CreateDirectory(slotFolder + '/' + assetFolder);
			}

			if (!System.IO.Directory.Exists(slotFolder + '/' + assetName))
			{
				System.IO.Directory.CreateDirectory(slotFolder + '/' + assetName);
			}

			GameObject tempGameObject = UnityEngine.Object.Instantiate(mesh.transform.parent.gameObject) as GameObject;
			PrefabUtility.DisconnectPrefabInstance(tempGameObject);
			var resultingSkinnedMeshes = tempGameObject.GetComponentsInChildren<SkinnedMeshRenderer>();
			SkinnedMeshRenderer resultingSkinnedMesh = null;
			foreach (var skinnedMesh in resultingSkinnedMeshes)
			{
				if (skinnedMesh.name == mesh.name)
				{
					resultingSkinnedMesh = skinnedMesh;
				}
			}

			Mesh resultingMesh;
			if (prefabMesh != null)
			{
				resultingMesh = SeamRemoval.PerformSeamRemoval(resultingSkinnedMesh, prefabMesh, 0.0001f);
				resultingSkinnedMesh.sharedMesh = resultingMesh;
				SkinnedMeshAligner.AlignBindPose(prefabMesh, resultingSkinnedMesh);
			}
			else
			{
				resultingMesh = (Mesh)GameObject.Instantiate(resultingSkinnedMesh.sharedMesh);
			}

			var usedBonesDictionary = CompileUsedBonesDictionary(resultingMesh);
			if (usedBonesDictionary.Count != resultingSkinnedMesh.bones.Length)
			{
				resultingMesh = BuildNewReduceBonesMesh(resultingMesh, usedBonesDictionary);
			}

			AssetDatabase.CreateAsset(resultingMesh, slotFolder + '/' + assetName + '/' + mesh.name + ".asset");

			tempGameObject.name = mesh.transform.parent.gameObject.name;
			Transform[] transformList = tempGameObject.GetComponentsInChildren<Transform>();

			GameObject newObject = new GameObject();

			for (int i = 0; i < transformList.Length; i++)
			{
				if (transformList[i].name == "Global")
				{
					transformList[i].parent = newObject.transform;
				}
				else if (transformList[i].name == mesh.name)
				{
					transformList[i].parent = newObject.transform;
				}
			}

			GameObject.DestroyImmediate(tempGameObject);
			resultingSkinnedMesh = newObject.GetComponentInChildren<SkinnedMeshRenderer>();
			if (resultingSkinnedMesh)
			{
				if (usedBonesDictionary.Count != resultingSkinnedMesh.bones.Length)
				{

					resultingSkinnedMesh.bones = BuildNewReducedBonesList(resultingSkinnedMesh.bones, usedBonesDictionary);
				}
				resultingSkinnedMesh.sharedMesh = resultingMesh;
			}

			var skinnedResult = UnityEditor.PrefabUtility.CreatePrefab(slotFolder + '/' + assetName + '/' + assetName + "_Skinned.prefab", newObject);
			GameObject.DestroyImmediate(newObject);

			var meshgo = skinnedResult.transform.Find(mesh.name);
			var finalMeshRenderer = meshgo.GetComponent<SkinnedMeshRenderer>();

			var slot = ScriptableObject.CreateInstance<SlotDataAsset>();
			slot.slotName = assetName;
			slot.material = material;
			slot.UpdateMeshData(finalMeshRenderer);
			AssetDatabase.CreateAsset(slot, slotFolder + '/' + assetName + '/' + assetName + "_Slot.asset");
			AssetDatabase.SaveAssets();
			return slot;
		}
예제 #18
0
        /// <summary>
        /// Setup data for atlas building.
        /// </summary>
        /// <param name="_umaData">UMA data.</param>
        /// <param name="_umaGenerator">UMA generator.</param>
        public void ProcessTexture(UMAData _umaData, UMAGeneratorBase _umaGenerator)
        {
            umaData = _umaData;
            umaGenerator = _umaGenerator;
            if (umaGenerator is UMAGenerator)
            {
                fastPath = (umaGenerator as UMAGenerator).fastGeneration;
            }

            if (umaData.atlasResolutionScale <= 0) umaData.atlasResolutionScale = 1f;
            var textureMerge = umaGenerator.textureMerge;
            textureMerge.RefreshMaterials();
            if (textureMerge == null)
            {
                if (Debug.isDebugBuild)
                    Debug.LogError("TextureMerge is null!");
                // yield return null;
            }
            try
            {
                for (int atlasIndex = umaData.generatedMaterials.materials.Count - 1; atlasIndex >= 0; atlasIndex--)
                {
                    var generatedMaterial = umaData.generatedMaterials.materials[atlasIndex];

                    //Rendering Atlas
                    int moduleCount = 0;

                    //Process all necessary TextureModules
                    for (int i = 0; i < generatedMaterial.materialFragments.Count; i++)
                    {
                        if (!generatedMaterial.materialFragments[i].isRectShared && !generatedMaterial.materialFragments[i].isNoTextures)
                        {
                            moduleCount++;
                            moduleCount = moduleCount + generatedMaterial.materialFragments[i].overlays.Length;
                        }
                    }
                    textureMerge.EnsureCapacity(moduleCount);

                    var slotData = generatedMaterial.materialFragments[0].slotData;
                    resultingTextures = new Texture[slotData.material.channels.Length];
                    for (int textureType = slotData.material.channels.Length - 1; textureType >= 0; textureType--)
                    {
                        switch (slotData.material.channels[textureType].channelType)
                        {
                            case UMAMaterial.ChannelType.Texture:
                            case UMAMaterial.ChannelType.DiffuseTexture:
                            case UMAMaterial.ChannelType.NormalMap:
                            case UMAMaterial.ChannelType.DetailNormalMap:
                                {
                                    bool CopyRTtoTex = SupportsRTToTexture2D && fastPath;

                                    textureMerge.Reset();
                                    for (int i = 0; i < generatedMaterial.materialFragments.Count; i++)
                                    {
                                        textureMerge.SetupModule(generatedMaterial, i, textureType);
                                    }

                                    //last element for this textureType
                                    moduleCount = 0;

                                    int width = Mathf.FloorToInt(generatedMaterial.cropResolution.x);
                                    int height = Mathf.FloorToInt(generatedMaterial.cropResolution.y);

                                    if (width == 0 || height == 0)
                                    {
                                        continue;
                                    }

                                    //this should be restricted to >= 1 but 0 was allowed before and projects may have the umaMaterial value serialized to 0.
                                    float downSample = (slotData.material.channels[textureType].DownSample == 0) ? 1f : (1f / slotData.material.channels[textureType].DownSample);

                                    destinationTexture = new RenderTexture(Mathf.FloorToInt(generatedMaterial.cropResolution.x * umaData.atlasResolutionScale * downSample), Mathf.FloorToInt(generatedMaterial.cropResolution.y * umaData.atlasResolutionScale * downSample), 0, slotData.material.channels[textureType].textureFormat, RenderTextureReadWrite.Linear);
                                    destinationTexture.filterMode = FilterMode.Point;
                                    destinationTexture.useMipMap = umaGenerator.convertMipMaps && CopyRTtoTex;// && !umaGenerator.convertRenderTexture;
                                    destinationTexture.name = slotData.material.name + " Chan " + textureType + " frame: " + Time.frameCount;

                                    //Draw all the Rects here

                                    Color backgroundColor;
                                    UMAMaterial.ChannelType channelType = slotData.material.channels[textureType].channelType;

                                    if (slotData.material.MaskWithCurrentColor && (channelType == UMAMaterial.ChannelType.DiffuseTexture || channelType == UMAMaterial.ChannelType.Texture || channelType == UMAMaterial.ChannelType.TintedTexture))
                                    {
                                        backgroundColor = slotData.material.maskMultiplier * textureMerge.camBackgroundColor;
                                    }
                                    else
                                    {
                                        backgroundColor = UMAMaterial.GetBackgroundColor(slotData.material.channels[textureType].channelType);
                                    }

                                    textureMerge.DrawAllRects(destinationTexture, width, height, backgroundColor, umaGenerator.SharperFitTextures);

                                    //PostProcess
                                    textureMerge.PostProcess(destinationTexture, slotData.material.channels[textureType].channelType);

                                    if (umaGenerator.convertRenderTexture || slotData.material.channels[textureType].ConvertRenderTexture)
                                    {
                                        #region Convert Render Textures
									if(CopyRTtoTex) {
                                            // copy the texture with mips to the Texture2D
                                            Texture2D tempTexture;
                                            tempTexture = new Texture2D(destinationTexture.width, destinationTexture.height, TextureFormat.ARGB32, umaGenerator.convertMipMaps, true);
                                            Graphics.CopyTexture(destinationTexture, tempTexture);
                                            destinationTexture.Release();
                                            UnityEngine.GameObject.DestroyImmediate(destinationTexture);

                                            tempTexture.wrapMode = TextureWrapMode.Repeat;
                                            tempTexture.anisoLevel = slotData.material.AnisoLevel;
                                            tempTexture.mipMapBias = slotData.material.MipMapBias;
                                            tempTexture.filterMode = slotData.material.MatFilterMode;
                                            resultingTextures[textureType] = tempTexture as Texture;

										if(!slotData.material.channels[textureType].NonShaderTexture) {
                                                if (generatedMaterial.umaMaterial.translateSRP)
                                                {
                                                    generatedMaterial.material.SetTexture(UMAUtils.TranslatedSRPTextureName(slotData.material.channels[textureType].materialPropertyName), tempTexture);
                                                }
                                                else
                                                {
                                                    generatedMaterial.material.SetTexture(slotData.material.channels[textureType].materialPropertyName, tempTexture);
                                                }
                                            }
									} else {
#if USE_ASYNC_GPU_READBACK
                                            // Todo: use AsyncGPUReadback to get the texture if possible.
                                            //       
                                            // material == generatedMaterial.material
                                            // umaData ==  ;
                                            // slotData == ;
                                            // propname == slotData.material.channels[textureType].materialPropertyName
                                            // mipcount
                                            // mipsconverted[]
                                            // Data.
                                            //for (int i=0;i< destinationTexture.mipmapCount;i++)
                                            //{
                                            // 
                                            //}
#else
                                            Texture2D tempTexture;

                                            tempTexture = new Texture2D(destinationTexture.width, destinationTexture.height, TextureFormat.ARGB32, umaGenerator.convertMipMaps, true);

                                            RenderTexture.active = destinationTexture;
                                            tempTexture.ReadPixels(new Rect(0, 0, destinationTexture.width, destinationTexture.height), 0, 0, umaGenerator.convertMipMaps);

                                            //resultingTextures[textureType] = tempTexture as Texture;
                                            RenderTexture.active = null;
                                            destinationTexture.Release();
                                            UnityEngine.GameObject.DestroyImmediate(destinationTexture);
                                            // if (!fastPath) yield return 6;
                                            //tempTexture = resultingTextures[textureType] as Texture2D;
                                            tempTexture.Apply();
                                            tempTexture.wrapMode = TextureWrapMode.Repeat;
                                            tempTexture.anisoLevel = slotData.material.AnisoLevel;
                                            tempTexture.mipMapBias = slotData.material.MipMapBias;
                                            tempTexture.filterMode = slotData.material.MatFilterMode;
                                            //if (slotData.asset.material.channels[textureType].Compression != UMAMaterial.CompressionSettings.None)
                                            //{
                                            //    tempTexture.Compress(slotData.asset.material.channels[textureType].Compression == UMAMaterial.CompressionSettings.HighQuality);
                                            // }
                                            resultingTextures[textureType] = tempTexture;
										if(!slotData.material.channels[textureType].NonShaderTexture) {
                                                if (generatedMaterial.umaMaterial.translateSRP)
                                                {
                                                    generatedMaterial.material.SetTexture(UMAUtils.TranslatedSRPTextureName(slotData.material.channels[textureType].materialPropertyName), tempTexture);
                                                }
                                                else
                                                {
                                                    generatedMaterial.material.SetTexture(slotData.material.channels[textureType].materialPropertyName, tempTexture);
                                                }

    											generatedMaterial.material.SetTexture(UMAUtils.TranslatedSRPTextureName(slotData.material.channels[textureType].materialPropertyName), tempTexture);

                                            }
                                        }
#endif
                                        #endregion
                                    }
                                    else
                                    {
                                        destinationTexture.anisoLevel = slotData.material.AnisoLevel;
                                        destinationTexture.mipMapBias = slotData.material.MipMapBias;
                                        destinationTexture.filterMode = slotData.material.MatFilterMode;
                                        destinationTexture.wrapMode = TextureWrapMode.Repeat;
                                        resultingTextures[textureType] = destinationTexture;
                                        if (!slotData.material.channels[textureType].NonShaderTexture)
                                        {
                                            if (generatedMaterial.umaMaterial.translateSRP)
                                            {
                                                generatedMaterial.material.SetTexture(UMAUtils.TranslatedSRPTextureName(slotData.material.channels[textureType].materialPropertyName), destinationTexture);
                                            }
                                            else
                                            {
                                                generatedMaterial.material.SetTexture(slotData.material.channels[textureType].materialPropertyName, destinationTexture);
                                            }
                                        }
                                    }

                                    break;
                                }
                            case UMAMaterial.ChannelType.MaterialColor:
                                {
                                    if (slotData.material.channels[textureType].NonShaderTexture) break;
                                    generatedMaterial.material.SetColor(slotData.material.channels[textureType].materialPropertyName, generatedMaterial.materialFragments[0].baseColor);
                                    break;
                                }
                            case UMAMaterial.ChannelType.TintedTexture:
                                {
                                    for (int i = 0; i < generatedMaterial.materialFragments.Count; i++)
                                    {
                                        var fragment = generatedMaterial.materialFragments[i];
                                        if (fragment.isRectShared) continue;
                                        for (int j = 0; j < fragment.baseOverlay.textureList.Length; j++)
                                        {
                                            if (fragment.baseOverlay.textureList[j] != null)
                                            {
                                                if (!slotData.material.channels[textureType].NonShaderTexture)
                                                {
                                                    if (generatedMaterial.umaMaterial.translateSRP)
                                                    {
                                                        generatedMaterial.material.SetTexture(UMAUtils.TranslatedSRPTextureName(slotData.material.channels[j].materialPropertyName), fragment.baseOverlay.textureList[j]);
                                                    }
                                                    else
                                                    {
                                                        generatedMaterial.material.SetTexture(slotData.material.channels[j].materialPropertyName, fragment.baseOverlay.textureList[j]);
                                                    }
                                                }
                                                if (j == 0)
                                                {
                                                    generatedMaterial.material.color = fragment.baseColor;
                                                }
                                            }
                                        }
                                        foreach (var overlay in fragment.overlays)
                                        {
                                            if (generatedMaterial.textureNameList == null)
                                                for (int j = 0; j < overlay.textureList.Length; j++)
                                                {
                                                    if (overlay.textureList[j] != null)
                                                    {
                                                        if (!slotData.material.channels[textureType].NonShaderTexture)
                                                        {
                                                            if (generatedMaterial.umaMaterial.translateSRP)
                                                            {
                                                                generatedMaterial.material.SetTexture(UMAUtils.TranslatedSRPTextureName(slotData.material.channels[j].materialPropertyName), overlay.textureList[j]);
                                                            }
                                                            else
                                                            {
                                                                generatedMaterial.material.SetTexture(slotData.material.channels[j].materialPropertyName, overlay.textureList[j]);
                                                            }
                                                        }
                                                    }
                                                }
                                        }
                                    }
                                    break;
                                }
                        }
                    }
                    generatedMaterial.resultingAtlasList = resultingTextures;
                }
            }
            finally
            {
                RenderTexture.active = null;
            }
        }