public static MaterialItem Create(Material material) { var item = new MaterialItem { Material = material }; #if UNITY_EDITOR var propNames = new List <string>(); for (int i = 0; i < ShaderUtil.GetPropertyCount(material.shader); ++i) { var propType = ShaderUtil.GetPropertyType(material.shader, i); if (propType == ShaderUtil.ShaderPropertyType.Color) { var name = ShaderUtil.GetPropertyName(material.shader, i); item.PropMap.Add(name, new PropItem { PropertyType = propType, DefaultValues = material.GetColor(name), }); propNames.Add(name); } } item.PropNames = propNames.ToArray(); #endif return(item); }
private void Initialize(GameObject prefab) { Prefab = prefab; var materialNames = new List <string>(); var map = new Dictionary <Material, Material>(); Func <Material, Material> getOrCreateMaterial = src => { if (src == null) { return(null); } if (string.IsNullOrEmpty(src.name)) { return(null); // ! } Material dst; if (!map.TryGetValue(src, out dst)) { dst = new Material(src); map.Add(src, dst); Debug.LogFormat("add material {0}", src.name); materialNames.Add(src.name); m_materialMap.Add(src.name, MaterialItem.Create(dst)); } return(dst); }; m_meshes = transform.Traverse() .Select(x => MeshPreviewItem.Create(x, transform, getOrCreateMaterial)) .Where(x => x != null) .ToArray() ; MaterialNames = materialNames.ToArray(); m_blendShapeMeshes = m_meshes .Where(x => x.SkinnedMeshRenderer != null && x.SkinnedMeshRenderer.sharedMesh.blendShapeCount > 0) .ToArray(); //Bake(values, materialValues); m_rendererPathList = m_meshes.Select(x => x.Path).ToArray(); m_skinnedMeshRendererPathList = m_meshes .Where(x => x.SkinnedMeshRenderer != null) .Select(x => x.Path) .ToArray(); var animator = GetComponent <Animator>(); if (animator != null) { var head = animator.GetBoneTransform(HumanBodyBones.Head); if (head != null) { m_target = head; } } }
public static MaterialItem Create(Material material) { var item = new MaterialItem { Material = material }; #if UNITY_EDITOR var propNames = new List <string>(); for (int i = 0; i < ShaderUtil.GetPropertyCount(material.shader); ++i) { var propType = ShaderUtil.GetPropertyType(material.shader, i); var name = ShaderUtil.GetPropertyName(material.shader, i); switch (propType) { case ShaderUtil.ShaderPropertyType.Color: // 色 item.PropMap.Add(name, new PropItem { PropertyType = propType, DefaultValues = material.GetColor(name), }); propNames.Add(name); break; case ShaderUtil.ShaderPropertyType.TexEnv: // テクスチャ { name += "_ST"; item.PropMap.Add(name, new PropItem { PropertyType = propType, DefaultValues = material.GetVector(name), }); propNames.Add(name); } // 縦横分離用 { var st_name = name + "_S"; item.PropMap.Add(st_name, new PropItem { PropertyType = propType, DefaultValues = material.GetVector(name), }); propNames.Add(st_name); } { var st_name = name + "_T"; item.PropMap.Add(st_name, new PropItem { PropertyType = propType, DefaultValues = material.GetVector(name), }); propNames.Add(st_name); } break; } } item.PropNames = propNames.ToArray(); #endif return(item); }