예제 #1
0
        public static IEnumerable <GetTextureParam> EnumerateTextures(glTF gltf, glTFMaterial m)
        {
            int?metallicRoughnessTexture = default;

            if (m.pbrMetallicRoughness != null)
            {
                // base color
                if (m.pbrMetallicRoughness?.baseColorTexture != null)
                {
                    yield return(PBRMaterialItem.BaseColorTexture(gltf, m));
                }

                // metallic roughness
                if (m.pbrMetallicRoughness?.metallicRoughnessTexture != null && m.pbrMetallicRoughness.metallicRoughnessTexture.index != -1)
                {
                    metallicRoughnessTexture = m.pbrMetallicRoughness?.metallicRoughnessTexture?.index;
                }
            }

            // emission
            if (m.emissiveTexture != null)
            {
                yield return(GetTextureParam.CreateSRGB(gltf, m.emissiveTexture.index));
            }

            // normal
            if (m.normalTexture != null)
            {
                yield return(PBRMaterialItem.NormalTexture(gltf, m));
            }

            // occlusion
            int?occlusionTexture = default;

            if (m.occlusionTexture != null && m.occlusionTexture.index != -1)
            {
                occlusionTexture = m.occlusionTexture.index;
            }

            // metallicSmooth and occlusion
            if (metallicRoughnessTexture.HasValue || occlusionTexture.HasValue)
            {
                yield return(PBRMaterialItem.StandardTexture(gltf, m));
            }
        }
예제 #2
0
        public static async Task <Material> CreateAsync(IAwaitCaller awaitCaller, glTF gltf, int i, GetTextureAsyncFunc getTexture)
        {
            if (getTexture == null)
            {
                getTexture = (IAwaitCaller _awaitCaller, glTF _gltf, GetTextureParam _param) => Task.FromResult <Texture2D>(null);
            }

            if (i < 0 || i >= gltf.materials.Count)
            {
                return(MaterialFactory.CreateMaterial(i, null, ShaderName));
            }

            var src           = gltf.materials[i];
            var material      = MaterialFactory.CreateMaterial(i, src, ShaderName);
            var standardParam = default(GetTextureParam);

            if (src.pbrMetallicRoughness != null || src.occlusionTexture != null)
            {
                if (src.pbrMetallicRoughness.metallicRoughnessTexture != null || src.occlusionTexture != null)
                {
                    standardParam = StandardTexture(gltf, src);
                }
                if (src.pbrMetallicRoughness.baseColorFactor != null && src.pbrMetallicRoughness.baseColorFactor.Length == 4)
                {
                    var color = src.pbrMetallicRoughness.baseColorFactor;
                    material.color = (new Color(color[0], color[1], color[2], color[3])).gamma;
                }

                if (src.pbrMetallicRoughness.baseColorTexture != null && src.pbrMetallicRoughness.baseColorTexture.index != -1)
                {
                    material.mainTexture = await getTexture(awaitCaller, gltf, BaseColorTexture(gltf, src));

                    // Texture Offset and Scale
                    MaterialFactory.SetTextureOffsetAndScale(material, src.pbrMetallicRoughness.baseColorTexture, "_MainTex");
                }

                if (src.pbrMetallicRoughness.metallicRoughnessTexture != null && src.pbrMetallicRoughness.metallicRoughnessTexture.index != -1)
                {
                    material.EnableKeyword("_METALLICGLOSSMAP");

                    var texture = await getTexture(awaitCaller, gltf, standardParam);

                    if (texture != null)
                    {
                        material.SetTexture(GetTextureParam.METALLIC_GLOSS_PROP, texture);
                    }

                    material.SetFloat("_Metallic", 1.0f);
                    // Set 1.0f as hard-coded. See: https://github.com/dwango/UniVRM/issues/212.
                    material.SetFloat("_GlossMapScale", 1.0f);

                    // Texture Offset and Scale
                    MaterialFactory.SetTextureOffsetAndScale(material, src.pbrMetallicRoughness.metallicRoughnessTexture, "_MetallicGlossMap");
                }
                else
                {
                    material.SetFloat("_Metallic", src.pbrMetallicRoughness.metallicFactor);
                    material.SetFloat("_Glossiness", 1.0f - src.pbrMetallicRoughness.roughnessFactor);
                }
            }

            if (src.normalTexture != null && src.normalTexture.index != -1)
            {
                material.EnableKeyword("_NORMALMAP");
                var texture = await getTexture(awaitCaller, gltf, NormalTexture(gltf, src));

                if (texture != null)
                {
                    material.SetTexture(GetTextureParam.NORMAL_PROP, texture);
                    material.SetFloat("_BumpScale", src.normalTexture.scale);
                }

                // Texture Offset and Scale
                MaterialFactory.SetTextureOffsetAndScale(material, src.normalTexture, "_BumpMap");
            }

            if (src.occlusionTexture != null && src.occlusionTexture.index != -1)
            {
                var texture = await getTexture(awaitCaller, gltf, standardParam);

                if (texture != null)
                {
                    material.SetTexture(GetTextureParam.OCCLUSION_PROP, texture);
                    material.SetFloat("_OcclusionStrength", src.occlusionTexture.strength);
                }

                // Texture Offset and Scale
                MaterialFactory.SetTextureOffsetAndScale(material, src.occlusionTexture, "_OcclusionMap");
            }

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

                if (src.emissiveFactor != null && src.emissiveFactor.Length == 3)
                {
                    material.SetColor("_EmissionColor", new Color(src.emissiveFactor[0], src.emissiveFactor[1], src.emissiveFactor[2]));
                }

                if (src.emissiveTexture != null && src.emissiveTexture.index != -1)
                {
                    var texture = await getTexture(awaitCaller, gltf, GetTextureParam.CreateSRGB(gltf, src.emissiveTexture.index));

                    if (texture != null)
                    {
                        material.SetTexture("_EmissionMap", texture);
                    }

                    // Texture Offset and Scale
                    MaterialFactory.SetTextureOffsetAndScale(material, src.emissiveTexture, "_EmissionMap");
                }
            }

            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);

            return(material);
        }
예제 #3
0
 public static GetTextureParam BaseColorTexture(glTF gltf, glTFMaterial src)
 {
     return(GetTextureParam.CreateSRGB(gltf, src.pbrMetallicRoughness.baseColorTexture.index));
 }