// Token: 0x0600018F RID: 399 RVA: 0x0000E7B8 File Offset: 0x0000C9B8 public ACCTexture(Texture tex, Material mate, ShaderPropTex texProp, ShaderType type) : this(texProp.key) { if (tex == null) { tex = new Texture2D(2, 2) { name = string.Empty }; } this.tex = tex; this.type = type; this.prop = texProp; this.editname = tex.name; if (tex is Texture2D) { this.texOffset = mate.GetTextureOffset(this.prop.propId); this.texScale = mate.GetTextureScale(this.prop.propId); return; } LogUtil.DebugF("propName({0}): texture type:{1}", new object[] { this.propName, tex.GetType() }); }
public ACCTexture(Texture tex, Material mate, ShaderPropTex texProp, ShaderType type) : this(texProp.key) { this.tex = tex; this.type = type; this.prop = texProp; this.editname = tex.name; if (tex is Texture2D) { texOffset = mate.GetTextureOffset(propName); texScale = mate.GetTextureScale(propName); } else { LogUtil.DebugF("propName({0}): texture type:{1}", propName, tex.GetType()); } // } else { // // シェーダ切り替えなどで、元々存在しないテクスチャの場合 // LogUtil.DebugF("texture not found. propname={0}, material={1}", propName, mate.name); // // 空のテクスチャは作成しない //// this.tex = new Texture2D(2, 2); //// this.tex.name = string.Empty; //// // テクスチャを追加セット //// mate.SetTexture(propName, this.tex); // } }
private ShaderType() { this.idx = -1; name = string.Empty; dispName = string.Empty; texProps = new ShaderPropTex[0]; colProps = new ShaderPropColor[0]; fProps = new ShaderPropFloat[0]; }
public static ACCTexture Create(Material mate, ShaderPropTex texProp, ShaderType type) { var tex = mate.GetTexture(texProp.propId); if (tex == null) { LogUtil.Debug("tex is null. ", texProp.key); } return(new ACCTexture(tex, mate, texProp, type)); }
static void Init() { var texTypeEmpty = new ShaderPropTex[0]; var texTypeR = new ShaderPropTex[]{ShaderPropType.RenderTex,}; var texType0 = new ShaderPropTex[]{ShaderPropType.MainTex,}; var texType0a = new ShaderPropTex[]{ShaderPropType.MainTex_a,}; var texType1 = new ShaderPropTex[]{ShaderPropType.MainTex, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon, };//ShaderPropType.MultiColTex, }; var texType1a = new ShaderPropTex[]{ShaderPropType.MainTex_a, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon,};// ShaderPropType.MultiColTex, }; var texTypeH = new ShaderPropTex[]{ShaderPropType.MainTex, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon, ShaderPropType.HiTex,};// ShaderPropType.MultiColTex, }; var colEmpty = new ShaderPropColor[0]; var colC = new ShaderPropColor[]{ShaderPropType.Color, }; var colCa = new ShaderPropColor[]{ShaderPropType.ColorA, }; var colL = new ShaderPropColor[]{ShaderPropType.Color, ShaderPropType.ShadowColor, }; var colLa = new ShaderPropColor[]{ShaderPropType.ColorA,ShaderPropType.ShadowColor, }; var colTL = new ShaderPropColor[]{ShaderPropType.Color, ShaderPropType.ShadowColor, ShaderPropType.RimColor, }; var colTLa = new ShaderPropColor[]{ShaderPropType.ColorA, ShaderPropType.ShadowColor, ShaderPropType.RimColor, }; var colTLO = new ShaderPropColor[]{ShaderPropType.Color, ShaderPropType.ShadowColor, ShaderPropType.RimColor, ShaderPropType.OutlineColor, }; var colTLOa = new ShaderPropColor[]{ShaderPropType.ColorA, ShaderPropType.ShadowColor, ShaderPropType.RimColor, ShaderPropType.OutlineColor, }; var propEmpty = new ShaderPropFloat[0]; var propL = new ShaderPropFloat[]{ShaderPropType.Shininess, }; var propTL = new ShaderPropFloat[]{ShaderPropType.Shininess, ShaderPropType.RimPower, ShaderPropType.RimShift, }; var propTLO = new ShaderPropFloat[]{ShaderPropType.Shininess, ShaderPropType.OutlineWidth, ShaderPropType.RimPower, ShaderPropType.RimShift, }; var propTLH = new ShaderPropFloat[]{ShaderPropType.Shininess, ShaderPropType.RimPower, ShaderPropType.RimShift, ShaderPropType.HiRate, ShaderPropType.HiPow}; var propTLHO = new ShaderPropFloat[]{ShaderPropType.Shininess, ShaderPropType.OutlineWidth, ShaderPropType.RimPower, ShaderPropType.RimShift, ShaderPropType.HiRate, ShaderPropType.HiPow}; ShaderType.count = 0; shaders = new ShaderType[] { new ShaderType("CM3D2/Toony_Lighted", "トゥーン", texType1, colTL, propTL ), new ShaderType("CM3D2/Toony_Lighted_Trans", "トゥーン 透過", texType1a, colTLa, propTL, true ), new ShaderType("CM3D2/Toony_Lighted_Trans_NoZ", "トゥーン 透過 NoZ", texType1a, colTLa, propTL, true ), new ShaderType("CM3D2/Toony_Lighted_Outline","トゥーン 輪郭線", texType1, colTLO, propTLO ), new ShaderType("CM3D2/Toony_Lighted_Outline_Trans","トゥーン 輪郭線 透過", texType1a, colTLOa, propTLO, true ), new ShaderType("CM3D2/Toony_Lighted_Hair","トゥーン 髪", texTypeH, colTL, propTLH ), new ShaderType("CM3D2/Toony_Lighted_Hair_Outline","トゥーン 髪 輪郭線", texTypeH, colTLO, propTLHO ), new ShaderType("CM3D2/Lighted","非トゥーン", texType0, colL, propL ), new ShaderType("CM3D2/Lighted_Trans","透過", texType0a, colLa, propL, true ), new ShaderType("Unlit/Texture","発光", texType0, colEmpty, propEmpty ), new ShaderType("Unlit/Transparent","発光 透過", texType0a, colEmpty, propEmpty, true ), new ShaderType("Diffuse","リアル", texType0, colC, propEmpty ), new ShaderType("Transparent/Diffuse","リアル 透過", texType0a, colCa, propEmpty, true ), new ShaderType("CM3D2/Mosaic","モザイク", texTypeR, colEmpty, new ShaderPropFloat[]{ShaderPropType.FloatValue1}), new ShaderType("CM3D2/Man","ご主人様", texTypeEmpty, colC, new ShaderPropFloat[]{ShaderPropType.FloatValue2, ShaderPropType.FloatValue3}), new ShaderType("CM3D2_Debug/Debug_CM3D2_Normal2Color","法線", texTypeEmpty, colC, propEmpty), // Emission }; shaderMap = new Dictionary<string, ShaderType>(shaders.Length); foreach (var s in shaders) { shaderMap[s.name] = s; }; shader2Map = new Dictionary<string, string>(shaders.Length); foreach (var s in shaders) { shader2Map[s.name] = s.name.Replace("/", "__"); }; }
// Token: 0x06000190 RID: 400 RVA: 0x0000E870 File Offset: 0x0000CA70 public static ACCTexture Create(Material mate, ShaderPropTex texProp, ShaderType type) { Texture texture = mate.GetTexture(texProp.propId); if (texture == null) { LogUtil.Debug(new object[] { "tex is null. ", texProp.key }); } return(new ACCTexture(texture, mate, texProp, type)); }
public ACCTexture(ACCTexture src) { original = src; propName = src.propName; type = src.type; prop = src.prop; propKey = src.propKey; editname = src.editname; filepath = src.filepath; texOffset = src.texOffset; texScale = src.texScale; toonType = src.toonType; }
// public ACCTexture(Material mate, string propName, MaterialType type) :this(propName) { // this.type = type; // this.tex = mate.GetTexture(propName); // // if (tex != null) { // this.editname = tex.name; // if (tex is Texture2D) { // texOffset = mate.GetTextureOffset(propName); // texScale = mate.GetTextureScale(propName); // } else { // LogUtil.DebugF("propName({0}): texture type:{1}", propName, tex.GetType()); // } // } else { // // シェーダ切り替えなどで、元々存在しないテクスチャの場合 // LogUtil.DebugF("texture not found. propname={0}, material={1}", propName, mate.name); // // 空のテクスチャは作成しない //// this.tex = new Texture2D(2, 2); //// this.tex.name = string.Empty; //// // テクスチャを追加セット //// mate.SetTexture(propName, this.tex); // } // } public ACCTexture(ACCTexture src) { this.original = src; this.propName = src.propName; this.type = src.type; this.prop = src.prop; this.propKey = src.propKey; this.editname = src.editname; this.filepath = src.filepath; this.texOffset = src.texOffset; this.texScale = src.texScale; this.toonType = src.toonType; }
public ACCTexture(Texture tex, Material mate, ShaderPropTex texProp, ShaderType type) :this(texProp.key) { this.tex = tex; this.type = type; this.prop = texProp; this.editname = tex.name; if (tex is Texture2D) { texOffset = mate.GetTextureOffset(propName); texScale = mate.GetTextureScale(propName); } else { LogUtil.DebugF("propName({0}): texture type:{1}", propName, tex.GetType()); } // } else { // // シェーダ切り替えなどで、元々存在しないテクスチャの場合 // LogUtil.DebugF("texture not found. propname={0}, material={1}", propName, mate.name); // // 空のテクスチャは作成しない //// this.tex = new Texture2D(2, 2); //// this.tex.name = string.Empty; //// // テクスチャを追加セット //// mate.SetTexture(propName, this.tex); // } }
// Token: 0x06000202 RID: 514 RVA: 0x00012558 File Offset: 0x00010758 static ShaderType() { ShaderPropTex[] array = new ShaderPropTex[0]; ShaderPropTex[] array2 = new ShaderPropTex[] { ShaderPropType.RenderTex }; ShaderPropTex[] array3 = new ShaderPropTex[] { ShaderPropType.MainTex }; ShaderPropTex[] array4 = new ShaderPropTex[] { ShaderPropType.MainTexA }; ShaderPropTex[] array5 = new ShaderPropTex[] { ShaderPropType.MainTex, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon }; ShaderPropTex[] array6 = new ShaderPropTex[] { ShaderPropType.MainTex, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon, ShaderPropType.OutlineTex, ShaderPropType.OutlineToonRamp }; ShaderPropTex[] array7 = new ShaderPropTex[] { ShaderPropType.MainTexA, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon }; ShaderPropTex[] array8 = new ShaderPropTex[] { ShaderPropType.MainTex, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon, ShaderPropType.HiTex }; ShaderPropTex[] array9 = new ShaderPropTex[] { ShaderPropType.MainTex, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon, ShaderPropType.HiTex, ShaderPropType.OutlineTex, ShaderPropType.OutlineToonRamp }; ShaderPropTex[] array10 = new ShaderPropTex[] { ShaderPropType.MainTexA, ShaderPropType.OcclusionMap, ShaderPropType.MetallicGlossMap, ShaderPropType.BumpMap, ShaderPropType.ParallaxMap, ShaderPropType.EmissionMap, ShaderPropType.DetailMask, ShaderPropType.DetailAlbedoMap, ShaderPropType.DetailNormalMap, ShaderPropType.SpecGlossMap }; ShaderPropColor[] array11 = new ShaderPropColor[0]; ShaderPropColor[] array12 = new ShaderPropColor[] { ShaderPropType.Color }; ShaderPropColor[] array13 = new ShaderPropColor[] { ShaderPropType.ColorA }; ShaderPropColor[] array14 = new ShaderPropColor[] { ShaderPropType.Color, ShaderPropType.ShadowColor }; ShaderPropColor[] array15 = new ShaderPropColor[] { ShaderPropType.ColorA, ShaderPropType.ShadowColor }; ShaderPropColor[] array16 = new ShaderPropColor[] { ShaderPropType.Color, ShaderPropType.ShadowColor, ShaderPropType.RimColor }; ShaderPropColor[] array17 = new ShaderPropColor[] { ShaderPropType.ColorA, ShaderPropType.ShadowColor, ShaderPropType.RimColor }; ShaderPropColor[] array18 = new ShaderPropColor[] { ShaderPropType.Color, ShaderPropType.ShadowColor, ShaderPropType.RimColor, ShaderPropType.OutlineColor }; ShaderPropColor[] array19 = new ShaderPropColor[] { ShaderPropType.ColorA, ShaderPropType.ShadowColor, ShaderPropType.RimColor, ShaderPropType.OutlineColor }; ShaderPropFloat[] props = new ShaderPropFloat[0]; ShaderPropFloat[] props2 = new ShaderPropFloat[] { ShaderPropType.Shininess }; ShaderPropFloat[] props3 = new ShaderPropFloat[] { ShaderPropType.Shininess, ShaderPropType.Cutoff }; ShaderPropFloat[] props4 = new ShaderPropFloat[] { ShaderPropType.Shininess, ShaderPropType.RimPower, ShaderPropType.RimShift }; ShaderPropFloat[] props5 = new ShaderPropFloat[] { ShaderPropType.Shininess, ShaderPropType.RimPower, ShaderPropType.RimShift, ShaderPropType.ZTest, ShaderPropType.ZTest2, ShaderPropType.ZTest2Alpha }; ShaderPropFloat[] props6 = new ShaderPropFloat[] { ShaderPropType.Shininess, ShaderPropType.RimPower, ShaderPropType.RimShift, ShaderPropType.Cutoff }; ShaderPropFloat[] props7 = new ShaderPropFloat[] { ShaderPropType.Shininess, ShaderPropType.OutlineWidth, ShaderPropType.RimPower, ShaderPropType.RimShift }; ShaderPropFloat[] props8 = new ShaderPropFloat[] { ShaderPropType.Shininess, ShaderPropType.RimPower, ShaderPropType.RimShift, ShaderPropType.HiRate, ShaderPropType.HiPow }; ShaderPropFloat[] props9 = new ShaderPropFloat[] { ShaderPropType.Shininess, ShaderPropType.OutlineWidth, ShaderPropType.RimPower, ShaderPropType.RimShift, ShaderPropType.HiRate, ShaderPropType.HiPow }; ShaderPropFloat[] props10 = new ShaderPropFloat[] { ShaderPropType.Cutoff, ShaderPropType.OcclusionStrength, ShaderPropType.Glossiness, ShaderPropType.GlossMapScale, ShaderPropType.SpecularHeighlights, ShaderPropType.GlossyReflections, ShaderPropType.BumpScale, ShaderPropType.DetailNormalMapScale }; ShaderType.count = 0; List <ShaderType> list = new List <ShaderType> { new ShaderType("CM3D2/Toony_Lighted", "トゥーン", array5, array16, props4, false), new ShaderType("CM3D2/Toony_Lighted_Trans", "トゥーン 透過", array7, array17, props6, true), new ShaderType("CM3D2/Toony_Lighted_Trans_NoZ", "トゥーン 透過 NoZ", array7, array17, props4, true), new ShaderType("CM3D2/Toony_Lighted_Trans_NoZTest", "トゥーン 透過 NoZTest", array7, array17, props5, true), new ShaderType("CM3D2/Toony_Lighted_Outline", "トゥーン 輪郭線", array5, array18, props7, false), new ShaderType("CM3D2/Toony_Lighted_Outline_Trans", "トゥーン 輪郭線 透過", array7, array19, props7, true), new ShaderType("CM3D2/Toony_Lighted_Outline_Tex", "トゥーン 輪郭線 Tex", array6, array18, props7, false), new ShaderType("CM3D2/Toony_Lighted_Hair", "トゥーン 髪", array8, array16, props8, false), new ShaderType("CM3D2/Toony_Lighted_Hair_Outline", "トゥーン 髪 輪郭線", array8, array18, props9, false), new ShaderType("CM3D2/Toony_Lighted_Hair_Outline_Tex", "トゥーン 髪 輪郭線 Tex", array9, array18, props9, false), new ShaderType("CM3D2/Toony_Lighted_Cutout_AtC", "トゥーン Cutout", array7, array17, props6, true), new ShaderType("CM3D2/Lighted", "非トゥーン", array3, array14, props2, false), new ShaderType("CM3D2/Lighted_Cutout_AtC", "非トゥーン Cutout", array4, array15, props3, false), new ShaderType("CM3D2/Lighted_Trans", "透過", array4, array15, props2, true), new ShaderType("Unlit/Texture", "発光", array3, array11, props, false), new ShaderType("Unlit/Transparent", "発光 透過", array4, array11, props, true), new ShaderType("Diffuse", "リアル", array3, array12, props, false), new ShaderType("Transparent/Diffuse", "リアル 透過", array4, array13, props, true), new ShaderType("CM3D2/Mosaic", "モザイク", array2, array11, new ShaderPropFloat[] { ShaderPropType.FloatValue1 }, false), new ShaderType("CM3D2/Man", "ご主人様", array, array12, new ShaderPropFloat[] { ShaderPropType.FloatValue2, ShaderPropType.FloatValue3 }, false), new ShaderType("CM3D2_Debug/Debug_CM3D2_Normal2Color", "法線", array, array12, props, false), new ShaderType("Standard", "Standard", array10, array12, props10, false) }; IList <ShaderType> list2 = null; ShaderType.STANDARD = list[list.Count - 1]; foreach (ShaderType shaderType in list) { Shader x = Shader.Find(shaderType.name); if (x == null) { if (list2 == null) { list2 = new List <ShaderType>(); } list2.Add(shaderType); } } if (!Settings.Instance.enableStandard) { list.Remove(ShaderType.STANDARD); } if (list2 != null) { foreach (ShaderType item in list2) { list.Remove(item); } } ShaderType.shaders = list.ToArray(); for (int i = 0; i < ShaderType.shaders.Length; i++) { ShaderType.shaders[i].idx = i; } int num = list.IndexOf(ShaderType.STANDARD); if (num != -1) { ShaderType.SHADER_TYPE_STANDARD = num; ShaderType.SHADER_TYPE_CM3D2_MAX = ShaderType.SHADER_TYPE_STANDARD - 1; } ShaderType.shaderMap = new Dictionary <string, ShaderType>(ShaderType.shaders.Length + 2); foreach (ShaderType shaderType2 in ShaderType.shaders) { ShaderType.shaderMap[shaderType2.name] = shaderType2; } ShaderType.shaderMap["Legacy Shaders/Transparent/Diffuse"] = ShaderType.shaderMap["Transparent/Diffuse"]; ShaderType.shaderMap["Legacy Shaders/Diffuse"] = ShaderType.shaderMap["Diffuse"]; ShaderType.shader2Map = new Dictionary <string, string>(ShaderType.shaders.Length + 1); foreach (ShaderType shaderType3 in ShaderType.shaders) { ShaderType.shader2Map[shaderType3.name] = shaderType3.name.Replace("/", "__"); } ShaderType.shader2Map["CM3D2/Toony_Lighted_Hair_Outline_Tex"] = "CM3D2__Toony_Lighted_Hair_Outline"; }
static void Init() { var texTypeEmpty = new ShaderPropTex[0]; var texTypeR = new ShaderPropTex[] { ShaderPropType.RenderTex, }; var texType0 = new ShaderPropTex[] { ShaderPropType.MainTex, }; var texType0a = new ShaderPropTex[] { ShaderPropType.MainTex_a, }; var texType1 = new ShaderPropTex[] { ShaderPropType.MainTex, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon, }; //ShaderPropType.MultiColTex, }; var texType1a = new ShaderPropTex[] { ShaderPropType.MainTex_a, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon, }; // ShaderPropType.MultiColTex, }; var texTypeH = new ShaderPropTex[] { ShaderPropType.MainTex, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon, ShaderPropType.HiTex, }; // ShaderPropType.MultiColTex, }; var colEmpty = new ShaderPropColor[0]; var colC = new ShaderPropColor[] { ShaderPropType.Color, }; var colCa = new ShaderPropColor[] { ShaderPropType.ColorA, }; var colL = new ShaderPropColor[] { ShaderPropType.Color, ShaderPropType.ShadowColor, }; var colLa = new ShaderPropColor[] { ShaderPropType.ColorA, ShaderPropType.ShadowColor, }; var colTL = new ShaderPropColor[] { ShaderPropType.Color, ShaderPropType.ShadowColor, ShaderPropType.RimColor, }; var colTLa = new ShaderPropColor[] { ShaderPropType.ColorA, ShaderPropType.ShadowColor, ShaderPropType.RimColor, }; var colTLO = new ShaderPropColor[] { ShaderPropType.Color, ShaderPropType.ShadowColor, ShaderPropType.RimColor, ShaderPropType.OutlineColor, }; var colTLOa = new ShaderPropColor[] { ShaderPropType.ColorA, ShaderPropType.ShadowColor, ShaderPropType.RimColor, ShaderPropType.OutlineColor, }; var propEmpty = new ShaderPropFloat[0]; var propL = new ShaderPropFloat[] { ShaderPropType.Shininess, }; var propTL = new ShaderPropFloat[] { ShaderPropType.Shininess, ShaderPropType.RimPower, ShaderPropType.RimShift, }; var propTLC = new ShaderPropFloat[] { ShaderPropType.Shininess, ShaderPropType.RimPower, ShaderPropType.RimShift, ShaderPropType.Cutoff, }; var propTLO = new ShaderPropFloat[] { ShaderPropType.Shininess, ShaderPropType.OutlineWidth, ShaderPropType.RimPower, ShaderPropType.RimShift, }; var propTLH = new ShaderPropFloat[] { ShaderPropType.Shininess, ShaderPropType.RimPower, ShaderPropType.RimShift, ShaderPropType.HiRate, ShaderPropType.HiPow }; var propTLHO = new ShaderPropFloat[] { ShaderPropType.Shininess, ShaderPropType.OutlineWidth, ShaderPropType.RimPower, ShaderPropType.RimShift, ShaderPropType.HiRate, ShaderPropType.HiPow }; ShaderType.count = 0; shaders = new ShaderType[] { new ShaderType("CM3D2/Toony_Lighted", "トゥーン", texType1, colTL, propTL), new ShaderType("CM3D2/Toony_Lighted_Trans", "トゥーン 透過", texType1a, colTLa, propTLC, true), new ShaderType("CM3D2/Toony_Lighted_Trans_NoZ", "トゥーン 透過 NoZ", texType1a, colTLa, propTL, true), new ShaderType("CM3D2/Toony_Lighted_Outline", "トゥーン 輪郭線", texType1, colTLO, propTLO), new ShaderType("CM3D2/Toony_Lighted_Outline_Trans", "トゥーン 輪郭線 透過", texType1a, colTLOa, propTLO, true), new ShaderType("CM3D2/Toony_Lighted_Hair", "トゥーン 髪", texTypeH, colTL, propTLH), new ShaderType("CM3D2/Toony_Lighted_Hair_Outline", "トゥーン 髪 輪郭線", texTypeH, colTLO, propTLHO), new ShaderType("CM3D2/Lighted", "非トゥーン", texType0, colL, propL), new ShaderType("CM3D2/Lighted_Trans", "透過", texType0a, colLa, propL, true), new ShaderType("Unlit/Texture", "発光", texType0, colEmpty, propEmpty), new ShaderType("Unlit/Transparent", "発光 透過", texType0a, colEmpty, propEmpty, true), new ShaderType("Diffuse", "リアル", texType0, colC, propEmpty), new ShaderType("Transparent/Diffuse", "リアル 透過", texType0a, colCa, propEmpty, true), new ShaderType("CM3D2/Mosaic", "モザイク", texTypeR, colEmpty, new ShaderPropFloat[] { ShaderPropType.FloatValue1 }), new ShaderType("CM3D2/Man", "ご主人様", texTypeEmpty, colC, new ShaderPropFloat[] { ShaderPropType.FloatValue2, ShaderPropType.FloatValue3 }), new ShaderType("CM3D2_Debug/Debug_CM3D2_Normal2Color", "法線", texTypeEmpty, colC, propEmpty), // Emission }; shaderMap = new Dictionary <string, ShaderType>(shaders.Length); foreach (var s in shaders) { shaderMap[s.name] = s; } ; shaderMap["Legacy Shaders/Transparent/Diffuse"] = shaderMap["Transparent/Diffuse"]; shaderMap["Legacy Shaders/Diffuse"] = shaderMap["Diffuse"]; shader2Map = new Dictionary <string, string>(shaders.Length); foreach (var s in shaders) { shader2Map[s.name] = s.name.Replace("/", "__"); } ; }
public static ACCTexture Create(Material mate, ShaderPropTex texProp, ShaderType type) { var tex = mate.GetTexture(texProp.propId); return tex == null ? null : new ACCTexture(tex, mate, texProp, type); }
internal ShaderType(string name, string dispName, ShaderPropTex[] texProps, ShaderPropColor[] colProps, ShaderPropFloat[] props, bool isTrans = false) { this.name = name; this.dispName = dispName; this.texProps = texProps; this.colProps = colProps; this.fProps = props; this.isTrans = isTrans; if (colProps != null) { foreach (var colProp in colProps) { if (colProp == ShaderPropType.ShadowColor) { hasShadow = true; break; } } } this.idx = count++; }
private ShaderType() { this.idx = -1; name = string.Empty; dispName = string.Empty; texProps = new ShaderPropTex[0]; colProps = new ShaderPropColor[0]; fProps = new ShaderPropFloat[0]; }
public static ACCTexture Create(Material mate, ShaderPropTex texProp, ShaderType type) { var tex = mate.GetTexture(texProp.propId); return(tex == null ? null : new ACCTexture(tex, mate, texProp, type)); }
// public ACCTexture(Material mate, string propName, MaterialType type) :this(propName) { // this.type = type; // this.tex = mate.GetTexture(propName); // // if (tex != null) { // this.editname = tex.name; // if (tex is Texture2D) { // texOffset = mate.GetTextureOffset(propName); // texScale = mate.GetTextureScale(propName); // } else { // LogUtil.DebugF("propName({0}): texture type:{1}", propName, tex.GetType()); // } // } else { // // シェーダ切り替えなどで、元々存在しないテクスチャの場合 // LogUtil.DebugF("texture not found. propname={0}, material={1}", propName, mate.name); // // 空のテクスチャは作成しない //// this.tex = new Texture2D(2, 2); //// this.tex.name = string.Empty; //// // テクスチャを追加セット //// mate.SetTexture(propName, this.tex); // } // } public ACCTexture(ACCTexture src) { this.original = src; this.propName = src.propName; this.type = src.type; this.prop = src.prop; this.propKey = src.propKey; this.editname = src.editname; this.filepath = src.filepath; this.texOffset = src.texOffset; this.texScale = src.texScale; this.toonType = src.toonType; }
static ShaderType() { var texTypeEmpty = new ShaderPropTex[0]; var texTypeR = new [] { ShaderPropType.RenderTex, }; var texType0 = new [] { ShaderPropType.MainTex, }; var texType0a = new [] { ShaderPropType.MainTexA, }; var texType1 = new [] { ShaderPropType.MainTex, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon, }; //ShaderPropType.MultiColTex, }; var texType1t = new [] { ShaderPropType.MainTex, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon, ShaderPropType.OutlineTex, ShaderPropType.OutlineToonRamp }; var texType1a = new [] { ShaderPropType.MainTexA, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon, }; // ShaderPropType.MultiColTex, }; var texTypeH = new [] { ShaderPropType.MainTex, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon, ShaderPropType.HiTex, }; // ShaderPropType.MultiColTex, }; var texTypeHt = new [] { ShaderPropType.MainTex, ShaderPropType.ToonRamp, ShaderPropType.ShadowTex, ShaderPropType.ShadowRateToon, ShaderPropType.HiTex, ShaderPropType.OutlineTex, ShaderPropType.OutlineToonRamp }; var texTypeStd = new [] { ShaderPropType.MainTexA, ShaderPropType.OcclusionMap, ShaderPropType.MetallicGlossMap, ShaderPropType.BumpMap, ShaderPropType.ParallaxMap, ShaderPropType.EmissionMap, ShaderPropType.DetailMask, ShaderPropType.DetailAlbedoMap, ShaderPropType.DetailNormalMap, ShaderPropType.SpecGlossMap }; // var texTypeMir = new []{ShaderPropType.MainTex, ShaderPropType.ReflectionTex}; var colEmpty = new ShaderPropColor[0]; var colC = new [] { ShaderPropType.Color, }; var colCa = new [] { ShaderPropType.ColorA, }; var colL = new [] { ShaderPropType.Color, ShaderPropType.ShadowColor, }; var colLa = new [] { ShaderPropType.ColorA, ShaderPropType.ShadowColor, }; var colTL = new [] { ShaderPropType.Color, ShaderPropType.ShadowColor, ShaderPropType.RimColor, }; var colTLa = new [] { ShaderPropType.ColorA, ShaderPropType.ShadowColor, ShaderPropType.RimColor, }; var colTLO = new [] { ShaderPropType.Color, ShaderPropType.ShadowColor, ShaderPropType.RimColor, ShaderPropType.OutlineColor, }; var colTLOa = new [] { ShaderPropType.ColorA, ShaderPropType.ShadowColor, ShaderPropType.RimColor, ShaderPropType.OutlineColor, }; var propEmpty = new ShaderPropFloat[0]; var propL = new [] { ShaderPropType.Shininess, }; var propLC1 = new [] { ShaderPropType.Shininess, ShaderPropType.Cutoff }; var propTL = new [] { ShaderPropType.Shininess, ShaderPropType.RimPower, ShaderPropType.RimShift, }; var propTLZ = new [] { ShaderPropType.Shininess, ShaderPropType.RimPower, ShaderPropType.RimShift, ShaderPropType.ZTest, ShaderPropType.ZTest2, ShaderPropType.ZTest2Alpha }; var propTLC1 = new [] { ShaderPropType.Shininess, ShaderPropType.RimPower, ShaderPropType.RimShift, ShaderPropType.Cutoff }; var propTLO = new [] { ShaderPropType.Shininess, ShaderPropType.OutlineWidth, ShaderPropType.RimPower, ShaderPropType.RimShift, }; var propTLH = new [] { ShaderPropType.Shininess, ShaderPropType.RimPower, ShaderPropType.RimShift, ShaderPropType.HiRate, ShaderPropType.HiPow }; var propTLHO = new [] { ShaderPropType.Shininess, ShaderPropType.OutlineWidth, ShaderPropType.RimPower, ShaderPropType.RimShift, ShaderPropType.HiRate, ShaderPropType.HiPow }; // var propStd = new [] { // ShaderPropType.Cutoff, ShaderPropType.Glossiness, ShaderPropType.GlossMapScale, ShaderPropType.SmoothnessTexChannel, ShaderPropType.Metallic, ShaderPropType.BumpScale, // ShaderPropType.Parallax, ShaderPropType.OcclusionStrength, ShaderPropType.DetailNormalMapScale, // ShaderPropType.UVSec, ShaderPropType.Mode, ShaderPropType.SrcBlend, ShaderPropType.DstBlend, ShaderPropType.ZWrite, // }; var propStd = new [] { ShaderPropType.Cutoff, ShaderPropType.OcclusionStrength, ShaderPropType.Glossiness, ShaderPropType.GlossMapScale, ShaderPropType.SpecularHeighlights, ShaderPropType.GlossyReflections, ShaderPropType.BumpScale, ShaderPropType.DetailNormalMapScale, }; count = 0; var shaderList = new List <ShaderType> { new ShaderType("CM3D2/Toony_Lighted", "トゥーン", texType1, colTL, propTL), new ShaderType("CM3D2/Toony_Lighted_Trans", "トゥーン 透過", texType1a, colTLa, propTLC1, true), new ShaderType("CM3D2/Toony_Lighted_Trans_NoZ", "トゥーン 透過 NoZ", texType1a, colTLa, propTL, true), #if COM3D2 new ShaderType("CM3D2/Toony_Lighted_Trans_NoZTest", "トゥーン 透過 NoZTest", texType1a, colTLa, propTLZ, true), #endif new ShaderType("CM3D2/Toony_Lighted_Outline", "トゥーン 輪郭線", texType1, colTLO, propTLO), new ShaderType("CM3D2/Toony_Lighted_Outline_Trans", "トゥーン 輪郭線 透過", texType1a, colTLOa, propTLO, true), #if COM3D2 new ShaderType("CM3D2/Toony_Lighted_Outline_Tex", "トゥーン 輪郭線 Tex", texType1t, colTLO, propTLO), #endif new ShaderType("CM3D2/Toony_Lighted_Hair", "トゥーン 髪", texTypeH, colTL, propTLH), new ShaderType("CM3D2/Toony_Lighted_Hair_Outline", "トゥーン 髪 輪郭線", texTypeH, colTLO, propTLHO), #if COM3D2 new ShaderType("CM3D2/Toony_Lighted_Hair_Outline_Tex", "トゥーン 髪 輪郭線 Tex", texTypeHt, colTLO, propTLHO), new ShaderType("CM3D2/Toony_Lighted_Cutout_AtC", "トゥーン Cutout", texType1a, colTLa, propTLC1, true), #endif new ShaderType("CM3D2/Lighted", "非トゥーン", texType0, colL, propL), #if COM3D2 new ShaderType("CM3D2/Lighted_Cutout_AtC", "非トゥーン Cutout", texType0a, colLa, propLC1), #endif new ShaderType("CM3D2/Lighted_Trans", "透過", texType0a, colLa, propL, true), new ShaderType("Unlit/Texture", "発光", texType0, colEmpty, propEmpty), new ShaderType("Unlit/Transparent", "発光 透過", texType0a, colEmpty, propEmpty, true), new ShaderType("Diffuse", "リアル", texType0, colC, propEmpty), new ShaderType("Transparent/Diffuse", "リアル 透過", texType0a, colCa, propEmpty, true), new ShaderType("CM3D2/Mosaic", "モザイク", texTypeR, colEmpty, new[] { ShaderPropType.FloatValue1 }), new ShaderType("CM3D2/Man", "ご主人様", texTypeEmpty, colC, new[] { ShaderPropType.FloatValue2, ShaderPropType.FloatValue3 }), new ShaderType("CM3D2_Debug/Debug_CM3D2_Normal2Color", "法線", texTypeEmpty, colC, propEmpty), // Emission new ShaderType("Standard", "Standard", texTypeStd, colC, propStd), }; IList <ShaderType> toRemoves = null; STANDARD = shaderList[shaderList.Count - 1]; // ゲーム中で参照できるシェーダに限定 foreach (var shaderType in shaderList) { var shader = Shader.Find(shaderType.name); if (shader == null) { if (toRemoves == null) { toRemoves = new List <ShaderType>(); } toRemoves.Add(shaderType); } } if (!Settings.Instance.enableStandard) { shaderList.Remove(STANDARD); } if (toRemoves != null) { foreach (var toRemove in toRemoves) { shaderList.Remove(toRemove); } } shaders = shaderList.ToArray(); for (var i = 0; i < shaders.Length; i++) { shaders[i].idx = i; } var idx = shaderList.IndexOf(STANDARD); if (idx != -1) { SHADER_TYPE_STANDARD = idx; SHADER_TYPE_CM3D2_MAX = SHADER_TYPE_STANDARD - 1; } shaderMap = new Dictionary <string, ShaderType>(shaders.Length + 2); foreach (var s in shaders) { shaderMap[s.name] = s; } ; shaderMap["Legacy Shaders/Transparent/Diffuse"] = shaderMap["Transparent/Diffuse"]; shaderMap["Legacy Shaders/Diffuse"] = shaderMap["Diffuse"]; shader2Map = new Dictionary <string, string>(shaders.Length + 1); foreach (var s in shaders) { shader2Map[s.name] = s.name.Replace("/", "__"); } ; shader2Map["CM3D2/Toony_Lighted_Hair_Outline_Tex"] = "CM3D2__Toony_Lighted_Hair_Outline"; }