public static GetParameterIndexFromNameOrTag ( HoudiniEngineUnity.HEU_SessionBase session, HAPI_NodeId nodeID, Array parameters, string parameterName ) : int | ||
session | HoudiniEngineUnity.HEU_SessionBase | |
nodeID | HAPI_NodeId | |
parameters | Array | |
parameterName | string | |
return | int |
// Gets the alpha of the material // Checks ogl_use_alpha_transparency to make sure that it's enabled. internal static bool GetMaterialAlpha(HEU_SessionBase session, HAPI_NodeId nodeID, HAPI_ParmInfo[] parameters, float defaultValue, out float alpha) { int foundUseParmId = HEU_ParameterUtility.GetParameterIndexFromNameOrTag(session, nodeID, parameters, HEU_Defines.MAT_OGL_TRANSPARENCY_ATTR_ENABLED); if (foundUseParmId >= 0) { // Found a valid "use" parameter. Check if it is disabled. int[] useValue = new int[1]; int intValuesIndex = parameters[foundUseParmId].intValuesIndex; if (session.GetParamIntValues(nodeID, useValue, parameters[foundUseParmId].intValuesIndex, 1)) { if (useValue.Length > 0 && useValue[0] == 0) { // We found the texture, but the use tag is disabled, so don't use it! alpha = defaultValue; return false; } } } if (HEU_ParameterUtility.GetParameterFloatValue(session, nodeID, parameters, HEU_Defines.MAT_OGL_ALPHA_ATTR, defaultValue, out alpha)) { return true; } if (HEU_ParameterUtility.GetParameterFloatValue(session, nodeID, parameters, HEU_Defines.MAT_ALPHA_ATTR, defaultValue, out alpha)) { return true; } if (HEU_ParameterUtility.GetParameterFloatValue(session, nodeID, parameters, HEU_Defines.MAT_OGL_TRANSPARENCY_ATTR, defaultValue, out alpha)) { alpha = 1 - alpha; return true; } alpha = defaultValue; return false; }
/// <summary> /// For this object's _material, we update the shader attributes and /// fetch the textures from Houdini. /// </summary> /// <param name="materialInfo">This material's info from Houdini</param> /// <param name="assetCacheFolderPath">Path to asset's cache folder</param> public void UpdateMaterialFromHoudini(HAPI_MaterialInfo materialInfo, string assetCacheFolderPath) { HEU_SessionBase session = HEU_SessionManager.GetOrCreateDefaultSession(); HAPI_NodeInfo nodeInfo = new HAPI_NodeInfo(); if (!session.GetNodeInfo(materialInfo.nodeId, ref nodeInfo)) { return; } // Get all parameters of this material HAPI_ParmInfo[] parmInfos = new HAPI_ParmInfo[nodeInfo.parmCount]; if (!HEU_GeneralUtility.GetArray1Arg(materialInfo.nodeId, session.GetParams, parmInfos, 0, nodeInfo.parmCount)) { return; } // Assign transparency shader or non-transparent. if (IsTransparentMaterial(session, materialInfo.nodeId, parmInfos)) { _material.shader = HEU_MaterialFactory.FindPluginShader(HEU_PluginSettings.DefaultTransparentShader); } else { _material.shader = HEU_MaterialFactory.FindPluginShader(HEU_PluginSettings.DefaultStandardShader); } // Diffuse texture - render & extract int diffuseMapParmIndex = HEU_ParameterUtility.GetParameterIndexFromNameOrTag(session, nodeInfo.id, parmInfos, HEU_Defines.MAT_OGL_TEX1_ATTR); if (diffuseMapParmIndex < 0) { diffuseMapParmIndex = HEU_ParameterUtility.GetParameterIndexFromNameOrTag(session, nodeInfo.id, parmInfos, HEU_Defines.MAT_BASECOLOR_ATTR); if (diffuseMapParmIndex < 0) { diffuseMapParmIndex = HEU_ParameterUtility.GetParameterIndexFromNameOrTag(session, nodeInfo.id, parmInfos, HEU_Defines.MAT_MAP_ATTR); } } if (diffuseMapParmIndex >= 0 && diffuseMapParmIndex < parmInfos.Length) { string diffuseTextureFileName = GetTextureFileNameFromMaterialParam(session, materialInfo.nodeId, parmInfos[diffuseMapParmIndex]); _material.mainTexture = HEU_MaterialFactory.RenderAndExtractImageToTexture(session, materialInfo, parmInfos[diffuseMapParmIndex].id, diffuseTextureFileName, assetCacheFolderPath); } // Normal map - render & extract texture int normalMapParmIndex = HEU_ParameterUtility.GetParameterIndexFromNameOrTag(session, nodeInfo.id, parmInfos, HEU_Defines.MAT_OGL_NORMAL_ATTR); if (normalMapParmIndex >= 0 && normalMapParmIndex < parmInfos.Length) { string normalTextureFileName = GetTextureFileNameFromMaterialParam(session, materialInfo.nodeId, parmInfos[normalMapParmIndex]); Texture2D normalMap = HEU_MaterialFactory.RenderAndExtractImageToTexture(session, materialInfo, parmInfos[normalMapParmIndex].id, normalTextureFileName, assetCacheFolderPath); if (normalMap != null) { _material.SetTexture(HEU_Defines.UNITY_SHADER_BUMP_MAP, normalMap); } } // Assign shader properties // Clamp shininess to non-zero as results in very hard shadows. Unity's UI does not allow zero either. float shininess = HEU_ParameterUtility.GetParameterFloatValue(session, materialInfo.nodeId, parmInfos, HEU_Defines.MAT_OGL_ROUGH_ATTR, 0f); _material.SetFloat(HEU_Defines.UNITY_SHADER_SHININESS, Mathf.Max(0.03f, 1.0f - shininess)); Color diffuseColor = HEU_ParameterUtility.GetParameterColor3Value(session, materialInfo.nodeId, parmInfos, HEU_Defines.MAT_OGL_DIFF_ATTR, Color.white); diffuseColor.a = HEU_ParameterUtility.GetParameterFloatValue(session, materialInfo.nodeId, parmInfos, HEU_Defines.MAT_OGL_ALPHA_ATTR, 1f); _material.SetColor(HEU_Defines.UNITY_SHADER_COLOR, diffuseColor); Color specular = HEU_ParameterUtility.GetParameterColor3Value(session, materialInfo.nodeId, parmInfos, HEU_Defines.MAT_OGL_SPEC_ATTR, Color.black); _material.SetColor(HEU_Defines.UNITY_SHADER_SPECCOLOR, specular); }