/// <summary> /// used for packing an alpha channel into an existing RGB texture. Uses native Unity API calls, can't be multithreaded, and is considerably slower than our own method. /// Currently has to run if using Mac OSX as there is no support for the system.imaging library on that operating system. /// Will fail if textures aren't the same resolution. /// </summary> /// <param name="cPixels"></param> /// <param name="invertAlpha"></param> /// <returns></returns> public static void ImportTerrainNormal(string sourcepath, string destPath) { try { if (sourcepath == null) { return; } UnityEngine.Color[] rgbCols = ImportJPG(sourcepath) != null?ImportJPG(sourcepath).GetPixels() : null; UnityEngine.Color[] rgbaCols = new UnityEngine.Color[width * height]; for (int i = 0; i < width * height; ++i) { rgbaCols[i] = rgbCols != null ? rgbCols[i] : new UnityEngine.Color(1.0f, 1.0f, 1.0f); rgbaCols[i].g = 1.0f - rgbaCols[i].g; rgbaCols[i].a = 1.0f; } Texture2D tex = new Texture2D(width, height, TextureFormat.RGBAFloat, false); tex.SetPixels(rgbaCols); File.WriteAllBytes(destPath, tex.EncodeToPNG()); AssetDatabase.ImportAsset(destPath); TextureImportSetup(destPath, true, false); } catch (Exception ex) { Debug.Log("Exception::MegascansImageUtils::Generate Terrain Normal:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); } }
/// <summary> /// used for packing an alpha channel into an existing RGB texture. Uses native Unity API calls, can't be multithreaded, and is considerably slower than our own method. /// Currently has to run if using Mac OSX as there is no support for the system.imaging library on that operating system. /// Will fail if textures aren't the same resolution. /// </summary> /// <param name="cPixels"></param> /// <param name="aPixels"></param> /// <param name="invertAlpha"></param> /// <returns></returns> public static Texture2D PackTextures(string rgbPath, string aPath, string savePath, bool invertAlpha = false) { try { if ((rgbPath == null) && (aPath == null)) { return(null); } UnityEngine.Color[] rgbCols = ImportJPG(rgbPath) != null?ImportJPG(rgbPath).GetPixels() : null; UnityEngine.Color[] aCols = ImportJPG(aPath) != null?ImportJPG(aPath).GetPixels() : null; UnityEngine.Color[] rgbaCols = new UnityEngine.Color[width * height]; for (int i = 0; i < width * height; ++i) { rgbaCols[i] = rgbCols != null ? rgbCols[i] : new UnityEngine.Color(1.0f, 1.0f, 1.0f); rgbaCols[i].a = aCols != null ? ((aCols[i].r + aCols[i].g + aCols[i].b) / 3.0f) : 1.0f; rgbaCols[i].a = invertAlpha ? 1.0f - rgbaCols[i].a : rgbaCols[i].a; } Texture2D tex = new Texture2D(width, height, TextureFormat.RGBAFloat, false); tex.SetPixels(rgbaCols); File.WriteAllBytes(savePath, tex.EncodeToPNG()); AssetDatabase.ImportAsset(savePath); DestroyImmediate(tex); return(TextureImportSetup(savePath, false)); } catch (Exception ex) { Debug.Log("Exception::MegascansImageUtils::Channel Pack RGB + A:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); return(null); } }
/// <summary> /// reads a texture file straight from hard drive absolute path, converts it to a Unity texture. /// </summary> /// <param name="sourcePath"></param> /// <param name="width"></param> /// <param name="height"></param> /// <returns></returns> public static Texture2D ImportJPG(string sourcePath) { try { if (sourcePath == null) { return(null); } if (!File.Exists(sourcePath)) { Debug.LogWarning("Could not find " + sourcePath + "\nPlease make sure it is downloaded."); return(null); } byte[] texData = File.ReadAllBytes(sourcePath); Texture2D tex = new Texture2D(2, 2, TextureFormat.RGBAFloat, true); tex.LoadImage(texData); width = tex.width; height = tex.height; return(tex); } catch (Exception ex) { Debug.Log("Exception::MegascansImageUtils::Import JPG:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); return(null); } }
/// <summary> /// Invert green channel of the selected texture 2D /// </summary> public static void FlipGreenChannel() { try { string sourcePath = MegascansUtilities.GetSelectedTexture(); if (sourcePath == null) { return; } EditorUtility.DisplayProgressBar("Bridge Plugin", "Flipping green channel...", 0.5f); UnityEngine.Color[] rgbCols = ImportJPG(sourcePath).GetPixels(); UnityEngine.Color[] rgbaCols = new UnityEngine.Color[width * height]; for (int i = 0; i < width * height; ++i) { rgbaCols[i] = rgbCols != null ? rgbCols[i] : new UnityEngine.Color(1.0f, 1.0f, 1.0f); rgbaCols[i].g = 1.0f - rgbaCols[i].g; rgbaCols[i].a = 1.0f; } Texture2D tex = new Texture2D(width, height, TextureFormat.RGBAFloat, false); tex.SetPixels(rgbaCols); File.WriteAllBytes(sourcePath, tex.EncodeToPNG()); AssetDatabase.ImportAsset(sourcePath); MegascansUtilities.HideProgressBar(); Debug.Log("Successfully flipped green channel."); } catch (Exception ex) { Debug.Log("Exception::MegascansImageUtils::Flip Green Channel:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); } }
static void ImportMesh(string sourcePath, string destPath) { try { MegascansUtilities.UpdateProgressBar(1.0f, "Importing Megascans Asset", "Importing Mesh..."); if (File.Exists(sourcePath)) { File.Copy(sourcePath, destPath, true); AssetDatabase.ImportAsset(destPath); } } catch (Exception ex) { Debug.Log("Exception::MegascansMeshUtils::Importing Mesh:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); } }
/// <summary> /// This function attempts to create a folder name /// </summary> void GetAssetFolderName(JObject objectList) { assetName = (string)objectList["name"]; id = (string)objectList["id"]; assetResolution = ""; try { string namingConvention = (string)objectList["namingConvention"]; finalName = namingConvention; if (namingConvention != "" && namingConvention != null) { if (namingConvention.Contains("$id")) { finalName = finalName.Replace("$id", id); } if (namingConvention.Contains("$name")) { finalName = finalName.Replace("$name", assetName); } //Add support for $matName when it is finalized. if (namingConvention.Contains("$matName")) { finalName = finalName.Replace("$matName", ""); } if (namingConvention.Contains("$type")) { finalName = finalName.Replace("$type", (string)objectList["type"]); } if (namingConvention.Contains("$resolution")) { assetResolution = (string)objectList["resolution"]; } return; } } catch (Exception ex) { Debug.Log(ex); MegascansUtilities.HideProgressBar(); } finalName = finalName.Replace("__", "_").Replace(".", ""); finalName = MegascansUtilities.FixSpaces(new string[] { assetName.Replace(" ", "_"), id }); }
/// <summary> /// literally just write the file to disk. /// </summary> /// <param name="tex"></param> /// <param name="assetPath"></param> public static void CreateTexture(string tex, string assetPath) { try { if ((tex == null) || (File.Exists(tex) == false)) { return; } Texture2D t = ImportJPG(tex); File.WriteAllBytes(assetPath, t.EncodeToPNG()); AssetDatabase.ImportAsset(assetPath); } catch (Exception ex) { Debug.Log("Exception::MegascansImageUtils::Create Texture:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); } }
static GameObject SavePrefab(GameObject prefabGo, string savePath, bool addAssetToScene = false) { try { //Set all children objects of the prefab to static Transform[] allChildren = prefabGo.GetComponentsInChildren <Transform>(); foreach (Transform child in allChildren) { child.gameObject.isStatic = true; } GameObject newPrefabObject = prefabGo; MegascansUtilities.UpdateProgressBar(1.0f, "Importing Megascans Asset", "Creating Prefab..."); #if UNITY_5 || UNITY_2017 || UNITY_2018 UnityEngine.Object existingPrefab = AssetDatabase.LoadAssetAtPath(savePath, typeof(UnityEngine.Object)); if (!existingPrefab) { PrefabUtility.CreatePrefab(savePath, prefabGo); } else { PrefabUtility.ReplacePrefab(prefabGo, existingPrefab, ReplacePrefabOptions.ReplaceNameBased); } #else PrefabUtility.SaveAsPrefabAsset(prefabGo, savePath); #endif DestroyImmediate(prefabGo); if (addAssetToScene) { UnityEngine.Object prefabObject = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(savePath); newPrefabObject = (GameObject)PrefabUtility.InstantiatePrefab(prefabObject); newPrefabObject.isStatic = true; } return(newPrefabObject); } catch (Exception ex) { Debug.Log("Exception::MegascansMeshUtils::Saving Prefab:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); return(null); } }
public static void CreateTerrainLayerFromMat() { try { Material selectedMat = MegascansUtilities.GetSelectedMaterial(); if (!selectedMat) { return; } Debug.Log("Here"); createTerrainLayer(selectedMat, 1f); Debug.Log("Successfully created the terrain layer."); } catch (Exception ex) { Debug.Log("Exception::MegascansImageUtils::Flip Green Channel:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); } }
/// <summary> /// This function attempts to create a folder name /// </summary> void GetAssetFolderName(JObject objectList) { try { assetResolution = ""; string namingConvention = (string)objectList["namingConvention"]; finalName = namingConvention; if (namingConvention != "" && namingConvention != null) { if (namingConvention.Contains("$id")) { finalName = finalName.Replace("$id", (string)objectList["id"]); } if (namingConvention.Contains("$name")) { finalName = finalName.Replace("$name", (string)objectList["name"]); } if (namingConvention.Contains("$type")) { finalName = finalName.Replace("$type", (string)objectList["type"]); } if (namingConvention.Contains("$resolution")) { assetResolution = (string)objectList["resolution"]; } return; } } catch (Exception ex) { Debug.Log(ex); MegascansUtilities.HideProgressBar(); } //then create a unique subfolder for the asset. assetName = (string)objectList["name"]; id = (string)objectList["id"]; finalName = MegascansUtilities.FixSpaces(new string[] { assetName.Replace(" ", "_"), id }); Debug.Log("Final name:" + finalName); }
static GameObject SavePrefab(GameObject prefabGo, string savePath, bool addAssetToScene = false) { try { GameObject newPrefabObject = prefabGo; MegascansUtilities.UpdateProgressBar(1.0f, "Importing Megascans Asset", "Creating Prefab..."); #if UNITY_2019 PrefabUtility.SaveAsPrefabAsset(prefabGo, savePath); DestroyImmediate(prefabGo); if (addAssetToScene) { UnityEngine.Object prefabObject = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(savePath); newPrefabObject = (GameObject)PrefabUtility.InstantiatePrefab(prefabObject); } #else UnityEngine.Object existingPrefab = AssetDatabase.LoadAssetAtPath(savePath, typeof(UnityEngine.Object)); if (!existingPrefab) { PrefabUtility.CreatePrefab(savePath, prefabGo); } else { PrefabUtility.ReplacePrefab(prefabGo, existingPrefab, ReplacePrefabOptions.ReplaceNameBased); } if (!addAssetToScene) { DestroyImmediate(prefabGo); } #endif return(newPrefabObject); } catch (Exception ex) { Debug.Log("Exception::MegascansMeshUtils::Saving Prefab:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); return(null); } }
/// <summary> /// Sets the import settings for textures, normalmap, sRGB etc. /// </summary> /// <param name="assetPath"></param> /// <param name="normalMap"></param> /// <param name="sRGB"></param> public static Texture2D TextureImportSetup(string assetPath, bool normalMap, bool sRGB = true) { try { TextureImporter tImp = AssetImporter.GetAtPath(assetPath) as TextureImporter; if (tImp == null) { return(null); } int importResolution = Convert.ToInt32(Math.Pow(2, 9 + EditorPrefs.GetInt("QuixelDefaultImportResolution", 4))); tImp.maxTextureSize = importResolution; tImp.sRGBTexture = sRGB; tImp.textureType = normalMap ? TextureImporterType.NormalMap : TextureImporterType.Default; AssetDatabase.ImportAsset(assetPath); return(AssetDatabase.LoadAssetAtPath <Texture2D>(assetPath)); } catch (Exception ex) { Debug.Log("Exception::MegascansImageUtils::Texture Import Setup:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); return(null); } }
/// <summary> /// Takes an imported JSON object, and breaks it into relevant components and data. /// Then calls relevant functions for actual import of asset. /// </summary> /// <param name="objectList"></param> public string ImportMegascansAssets(JObject objectList) { var startTime = System.DateTime.Now; string activeLOD = (string)objectList["activeLOD"]; string minLOD = (string)objectList["minLOD"]; isAlembic = false; plant = false; highPoly = false; hasBillboardLOD = false; hasBillboardLODOnly = false; mapName = ""; //get texture components from the current object. JArray textureComps = (JArray)objectList["components"]; //get mesh components from the current object. JArray meshComps = (JArray)objectList["meshList"]; //Map name overrides. mapNames = (JObject)objectList["mapNameOverride"]; //run a check to see if we're using Unity 5 or below, and then if we're trying to import a high poly mesh. if so, let the user know we are aborting the import. if (meshComps.Count > 0) { isAlembic = Path.GetExtension((string)meshComps[0]["path"]) == ".abc"; } hasBillboardLOD = MegascansMeshUtils.ContainsLowestLOD((JArray)objectList["lodList"], minLOD); assetType = (int)objectList["meshVersion"]; type = (string)objectList["type"]; if (type.ToLower().Contains("3dplant")) { plant = true; if (minLOD == activeLOD) { hasBillboardLODOnly = true; } } try { LoadPreferences(); MegascansUtilities.CalculateNumberOfOperations(objectList, dispType, texPack, shaderType, generateTerrainNormal, hasBillboardLODOnly); path = ConstructPath(objectList); if (path == null || path == "") { Debug.Log("Asset: " + (string)objectList["name"] + " already exist in the Project. Please delete/rename the existing folder and re-import this asset."); AssetDatabase.Refresh(); return(null); } GetShaderType(); } catch (Exception ex) { Debug.Log("Error setting import path."); Debug.Log(ex.ToString()); MegascansUtilities.HideProgressBar(); } try { //process textures ProcessTextures(textureComps); if (finalMat == null && !(plant && hasBillboardLODOnly)) { Debug.Log("The import path is incorrect. Asset import aborted."); return(null); } else { if (type.ToLower().Contains("surface") && applyToSelection) { foreach (MeshRenderer render in MegascansUtilities.GetSelectedMeshRenderers()) { render.material = finalMat; } } } } catch (Exception ex) { Debug.Log("Error importing textures."); Debug.Log(ex.ToString()); MegascansUtilities.HideProgressBar(); } //process meshes if (meshComps == null && !type.Contains("surface")) { Debug.LogError("No meshes found. Please double check your export settings."); Debug.Log("Import failed."); return(null); } if (meshComps.Count > 0) { if (activeLOD == "high") { //detect if we're trying to import a high poly mesh... string msg = "You are about to import a high poly mesh. \nThese meshes are usually millions of polygons and can cause instability to your project. \nWould you like to proceed?"; if (EditorUtility.DisplayDialog("WARNING!", msg, "Yes", "No")) { #if UNITY_EDITOR_WIN hpMat = new Material(finalMat.shader); hpMat.CopyPropertiesFromMaterial(finalMat); hpMat.SetTexture("_NormalMap", null); hpMat.SetTexture("_BumpMap", null); hpMat.DisableKeyword("_NORMALMAP_TANGENT_SPACE"); hpMat.DisableKeyword("_NORMALMAP"); hpMat.name = MegascansUtilities.FixSpaces(new string[] { hpMat.name, "HighPoly" }); string hpMatDir = MegascansUtilities.FixSpaces(new string[] { matPath, "HighPoly.mat" }); AssetDatabase.CreateAsset(hpMat, hpMatDir); #endif highPoly = true; } } try { //process meshes and prefabs PrefabData prefData = new PrefabData(path, finalName, lodFadeMode, highPoly, addAssetToScene, setupCollision, hasBillboardLOD, isAlembic, false, finalMat, hpMat, billboardMat, new List <string>(), new List <List <string> >()); MegascansMeshUtils.ProcessMeshes(objectList, path, highPoly, plant, prefData); } catch (Exception ex) { Debug.Log("Error importing meshes."); Debug.Log(ex.ToString()); MegascansUtilities.HideProgressBar(); } } var endTime = System.DateTime.Now; var totalTime = endTime - startTime; Debug.Log("Asset Import Time: " + totalTime); AssetDatabase.Refresh(); MegascansUtilities.HideProgressBar(); //Application.GarbageCollectUnusedAssets(); return(path); }
void ImportAllTextures(Material mat, JArray texturesList) { try { List <string> typesOfTexturesAvailable = new List <string>(); for (int i = 0; i < texturesList.Count; i++) { typesOfTexturesAvailable.Add((string)texturesList[i]["type"]); } string destTexPath; Texture2D tex; for (int i = 0; i < texturesList.Count; i++) { mapName = (string)texturesList[i]["type"]; MegascansUtilities.UpdateProgressBar(1.0f, "Processing Asset " + assetName, "Importing texture: " + mapName); if ((string)texturesList[i]["type"] == "albedo" || ((string)texturesList[i]["type"] == "diffuse" && !typesOfTexturesAvailable.Contains("albedo"))) { destTexPath = Path.Combine(texPath, (string)texturesList[i]["nameOverride"]); MegascansTextureProcessor texPrcsr = new MegascansTextureProcessor((string)texturesList[i]["path"], destTexPath); tex = texPrcsr.ImportTexture(); mat.SetTexture("_MainTex", tex); mat.SetTexture("_BaseColorMap", tex); if (shaderType == 1) { mat.SetTexture("_BaseMap", tex); mat.SetColor("_BaseColor", Color.white); } if (MegascansUtilities.AlbedoHasOpacity((JObject)texturesList[i]["channelsData"])) { float alphaCutoff = 0.33f; texPrcsr.AdjustAlphaCutoff(); if (shaderType > 0) { mat.SetFloat("_AlphaClip", 1); mat.SetFloat("_Cutoff", 0.1f); mat.SetFloat("_Mode", 1); mat.SetFloat("_Cull", 0); mat.EnableKeyword("_ALPHATEST_ON"); } else { mat.SetInt("_AlphaCutoffEnable", 1); mat.SetFloat("_AlphaCutoff", alphaCutoff); mat.SetInt("_DoubleSidedEnable", 1); mat.SetOverrideTag("RenderType", "TransparentCutout"); mat.SetInt("_ZTestGBuffer", (int)UnityEngine.Rendering.CompareFunction.Equal); mat.SetInt("_CullMode", (int)UnityEngine.Rendering.CullMode.Off); mat.SetInt("_CullModeForward", (int)UnityEngine.Rendering.CullMode.Back); mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); mat.SetInt("_ZWrite", 1); mat.renderQueue = 2450; mat.SetInt("_ZTestGBuffer", (int)UnityEngine.Rendering.CompareFunction.Equal); mat.EnableKeyword("_ALPHATEST_ON"); mat.EnableKeyword("_DOUBLESIDED_ON"); mat.DisableKeyword("_BLENDMODE_ALPHA"); mat.DisableKeyword("_SURFACE_TYPE_TRANSPARENT"); } } } else if ((string)texturesList[i]["type"] == "specular") { if (texPack > 0) { destTexPath = Path.Combine(texPath, (string)texturesList[i]["nameOverride"]); MegascansTextureProcessor texPrcsr = new MegascansTextureProcessor((string)texturesList[i]["path"], destTexPath); tex = texPrcsr.ImportTexture(); mat.SetTexture("_SpecGlossMap", tex); mat.SetTexture("_SpecularColorMap", tex); mat.SetColor("_SpecColor", new UnityEngine.Color(1.0f, 1.0f, 1.0f)); mat.SetColor("_SpecularColor", new UnityEngine.Color(1.0f, 1.0f, 1.0f)); mat.SetFloat("_WorkflowMode", 0); mat.SetFloat("_MaterialID", 4); mat.EnableKeyword("_METALLICSPECGLOSSMAP"); mat.EnableKeyword("_SPECGLOSSMAP"); mat.EnableKeyword("_SPECULAR_SETUP"); mat.EnableKeyword("_SPECULARCOLORMAP"); mat.EnableKeyword("_MATERIAL_FEATURE_SPECULAR_COLOR"); } } else if ((string)texturesList[i]["type"] == "masks") { if (texPack < 1 || shaderType < 1) { destTexPath = Path.Combine(texPath, (string)texturesList[i]["nameOverride"]); MegascansTextureProcessor texPrcsr = new MegascansTextureProcessor((string)texturesList[i]["path"], destTexPath, false, false); tex = texPrcsr.ImportTexture(); mat.SetTexture("_MaskMap", tex); mat.SetTexture("_MetallicGlossMap", tex); mat.EnableKeyword("_MASKMAP"); mat.SetFloat("_MaterialID", 1); mat.EnableKeyword("_METALLICSPECGLOSSMAP"); mat.EnableKeyword("_METALLICGLOSSMAP"); bool hasMetalness; bool hasAO; bool hasGloss; MegascansUtilities.MaskMapComponents((JObject)texturesList[i]["channelsData"], out hasMetalness, out hasAO, out hasGloss); if (!hasMetalness) { mat.SetFloat("_Metallic", 1.0f); } if (hasAO) { mat.SetTexture("_OcclusionMap", tex); mat.EnableKeyword("_OCCLUSIONMAP"); } } } else if ((string)texturesList[i]["type"] == "normal") { string normalMapPath = (string)texturesList[i]["path"]; if (activeLOD == "high" && !normalMapPath.Contains("NormalBump")) { for (int x = 0; x < 10; x++) { string n = normalMapPath.Replace("_LOD" + x.ToString(), "Bump"); if (File.Exists(n)) { normalMapPath = n; break; } } if (normalMapPath.Contains("NormalBump")) { continue; } } destTexPath = Path.Combine(texPath, (string)texturesList[i]["nameOverride"]); MegascansTextureProcessor texPrcsr = new MegascansTextureProcessor(normalMapPath, destTexPath, true, false); tex = texPrcsr.ImportTexture(); mat.SetTexture("_BumpMap", tex); mat.SetTexture("_NormalMap", tex); mat.EnableKeyword("_NORMALMAP_TANGENT_SPACE"); mat.EnableKeyword("_NORMALMAP"); } else if ((string)texturesList[i]["type"] == "ao" && texPack > 0) { destTexPath = Path.Combine(texPath, (string)texturesList[i]["nameOverride"]); MegascansTextureProcessor texPrcsr = new MegascansTextureProcessor((string)texturesList[i]["path"], destTexPath, false, false); tex = texPrcsr.ImportTexture(); mat.SetTexture("_OcclusionMap", tex); mat.EnableKeyword("_OCCLUSIONMAP"); } else if ((string)texturesList[i]["type"] == "displacement") { if (dispType > 0) { destTexPath = Path.Combine(texPath, (string)texturesList[i]["nameOverride"]); MegascansTextureProcessor texPrcsr = new MegascansTextureProcessor((string)texturesList[i]["path"], destTexPath, false, false); tex = texPrcsr.ImportTexture(); mat.SetTexture("_HeightMap", tex); mat.SetTexture("_ParallaxMap", tex); mat.EnableKeyword("_DISPLACEMENT_LOCK_TILING_SCALE"); if (shaderType == 0) { mat.EnableKeyword("_HEIGHTMAP"); } if (dispType == 1) { mat.EnableKeyword("_VERTEX_DISPLACEMENT"); mat.EnableKeyword("_VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE"); } else if (dispType == 2) { mat.EnableKeyword("_PARALLAXMAP"); mat.EnableKeyword("_PIXEL_DISPLACEMENT"); mat.EnableKeyword("_PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE"); } } } else if ((string)texturesList[i]["type"] == "translucency") { destTexPath = Path.Combine(texPath, (string)texturesList[i]["nameOverride"]); MegascansTextureProcessor texPrcsr = new MegascansTextureProcessor((string)texturesList[i]["path"], destTexPath); tex = texPrcsr.ImportTexture(); mat.SetTexture("_SubsurfaceMaskMap", tex); mat.EnableKeyword("_SUBSURFACE_MASK_MAP"); mat.SetInt("_DiffusionProfile", 1); mat.SetFloat("_EnableSubsurfaceScattering", 1); if (!typesOfTexturesAvailable.Contains("transmission")) { mat.SetTexture("_ThicknessMap", tex); mat.EnableKeyword("_THICKNESSMAP"); } if (plant) { mat.SetInt("_DiffusionProfile", 2); mat.SetFloat("_CoatMask", 0.0f); mat.SetInt("_EnableWind", 1); mat.EnableKeyword("_VERTEX_WIND"); } MegascansMaterialUtils.AddSSSSettings(mat, shaderType); } else if ((string)texturesList[i]["type"] == "transmission") { destTexPath = Path.Combine(texPath, (string)texturesList[i]["nameOverride"]); MegascansTextureProcessor texPrcsr = new MegascansTextureProcessor((string)texturesList[i]["path"], destTexPath, false, false); tex = texPrcsr.ImportTexture(); mat.SetTexture("_ThicknessMap", tex); mat.EnableKeyword("_THICKNESSMAP"); mat.SetInt("_DiffusionProfile", 2); MegascansMaterialUtils.AddSSSSettings(mat, shaderType); } else if (importAllTextures) { mapName = (string)texturesList[i]["type"]; string mapPath = (string)texturesList[i]["path"]; string otherTexFolder = MegascansUtilities.ValidateFolderCreate(texPath, "Others"); destTexPath = Path.Combine(otherTexFolder, (string)texturesList[i]["nameOverride"]); MegascansTextureProcessor texPrcsr = new MegascansTextureProcessor(mapPath, destTexPath); tex = texPrcsr.ImportTexture(); } } } catch (Exception ex) { Debug.Log("Exception::MegascansImporter::ImportAllTextures:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); } }
/// <summary> /// Creates prefabs for the 3D Scatter assets. /// </summary> /// <param name="hasBillboard"></param> /// <returns></returns> public static void CreatePrefabsScatter(PrefabData prefabData) { try { string prefabPath = MegascansUtilities.ValidateFolderCreate(prefabData.assetPath, "Prefabs"); int numberOfVariations = MegascansUtilities.GetMeshChildrenCount(prefabData.importedGeometryPaths3D); List <GameObject> prefabObjects = new List <GameObject>(); for (int i = 0; i < numberOfVariations; i++) { string prefabName = prefabData.finalAssetName.Replace("$mapName", "").Replace("$resolution", "").Replace("$lod", "").Replace("$variation", ""); string varName = "Var" + (i + 1).ToString(); prefabName = prefabName.Contains("$variation") ? prefabName.Replace("$variation", "Var" + varName) : prefabName + varName; //Setting up prefab gameobject GameObject prefabGameObject = new GameObject(); prefabGameObject.name = prefabName; prefabGameObject.isStatic = true; if (prefabData.setupLODs) { prefabGameObject.AddComponent <LODGroup>(); prefabGameObject.GetComponent <LODGroup>().fadeMode = (LODFadeMode)prefabData.lodFadeMode; //Casting lod fade mode to enum. prefabGameObject.GetComponent <LODGroup>().animateCrossFading = true; } List <LOD> lodsForPrefab = new List <LOD>(); int numberOfFiles = prefabData.importedGeometryPaths3D.Count; List <float> lodHeights = MegascansUtilities.getLODHeightList(numberOfFiles); //Instantiate all the meshes in the scene, add them to the material/collider to them. for (int x = 0; (x < numberOfFiles && x < 8); x++) { UnityEngine.Object loadedGeometry = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(prefabData.importedGeometryPaths3D[x]); //Highpoly mesh check. if (loadedGeometry.name.ToLower().Contains("highpoly") && !prefabData.highpoly) { continue; } GameObject geometryObject = Instantiate(loadedGeometry) as GameObject; Renderer[] r; if (prefabData.isAlembic) //if the instantiated mesh is an alembic asset. { //Get all variations in a LOD List <Transform> varsInLOD = new List <Transform>(); foreach (Transform var in geometryObject.transform) { varsInLOD.Add(var); } //Delete all the other variations in the LOD object for (int y = 0; y < varsInLOD.Count; y++) { //If variation does not match one currently being processed. if (y != i) { DestroyImmediate(varsInLOD[y].gameObject); } } //Parent the child gameobject (geometry) to the prefab game object. geometryObject.transform.parent = prefabGameObject.transform; geometryObject.transform.localPosition = Vector3.zero; geometryObject.name = geometryObject.name.Replace("(Clone)", ""); r = geometryObject.GetComponentsInChildren <Renderer>(); } else//if the instantiated mesh is a scatter type asset. { //Get all variations in a LOD List <Transform> varsInLOD = new List <Transform>(); foreach (Transform var in geometryObject.transform) { varsInLOD.Add(var); } //Delete all the other variations in the LOD object for (int y = 0; y < varsInLOD.Count; y++) { //If variation does not match one currently being processed. if (y != i) { DestroyImmediate(varsInLOD[y].gameObject); } } //Parent the child gameobject (geometry) to the prefab game object. geometryObject.transform.parent = prefabGameObject.transform; geometryObject.transform.localPosition = Vector3.zero; geometryObject.name = geometryObject.name.Replace("(Clone)", ""); r = geometryObject.GetComponentsInChildren <Renderer>(); } foreach (Renderer ren in r) { ren.material = prefabData.finalMat; //Apply highpoly material if the mesh was highpoly and highpoly filter is enabled. if (loadedGeometry.name.ToLower().Contains("highpoly") && prefabData.highpoly) { ren.material = prefabData.highpolyMat; #if UNITY_EDITOR_OSX ren.material = prefabData.finalMat; #endif } //Apply collision if (prefabData.setupCollision) { ren.gameObject.AddComponent <MeshCollider>().sharedMesh = ren.gameObject.GetComponent <MeshFilter>().sharedMesh; } } if (prefabData.setupLODs) { lodsForPrefab.Add(new LOD(lodHeights[0], r)); lodHeights.RemoveAt(0); } else { break; } } //Set LODs in the LOD group if (prefabData.setupLODs) { prefabGameObject.GetComponent <LODGroup>().SetLODs(lodsForPrefab.ToArray()); prefabGameObject.GetComponent <LODGroup>().RecalculateBounds(); } //Prefab saving string prefLocation = prefabPath + "/" + prefabName + ".prefab"; prefLocation = prefLocation.Replace("(Clone)", ""); GameObject prefabObject = SavePrefab(prefabGameObject, prefLocation, prefabData.addAssetToScene); if (prefabObject) { prefabObjects.Add(prefabObject); } } //Setting up variation holder gameobject GameObject scatterParent = new GameObject(prefabData.assetName); scatterParent.isStatic = true; foreach (GameObject variation in prefabObjects) { variation.transform.parent = scatterParent.transform; } } catch (Exception ex) { Debug.Log("Exception::MegascansMeshUtils::3D Asset Prefab:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); } }
/// <summary> /// Creates prefabs from the newer assets on bridge, has an option for billboard materials on plants. /// </summary> /// <param name="hasBillboard"></param> /// <returns></returns> public static void CreatePrefab3DPlant(PrefabData prefabData) { try { string prefabPath = MegascansUtilities.ValidateFolderCreate(prefabData.assetPath, "Prefabs"); string tempPrefabName = prefabData.finalAssetName.Replace("$mapName", "").Replace("$resolution", "").Replace("$lod", ""); List <GameObject> prefabObjects = new List <GameObject>(); for (int i = 0; i < prefabData.importedGeometryPaths3DPlant.Count; i++) { string variation = "Var" + (i + 1).ToString(); string prefabName = tempPrefabName.Contains("$variation") ? tempPrefabName.Replace("$variation", variation) : tempPrefabName + "_" + variation; //Prefab saving //Setting up prefab gameobject GameObject prefabGameObject = new GameObject(); prefabGameObject.name = prefabName; prefabGameObject.isStatic = true; if (prefabData.setupLODs) { prefabGameObject.AddComponent <LODGroup>(); prefabGameObject.GetComponent <LODGroup>().fadeMode = (LODFadeMode)prefabData.lodFadeMode; //Casting lod fade mode to enum. prefabGameObject.GetComponent <LODGroup>().animateCrossFading = true; } List <LOD> lodsForPrefab = new List <LOD>(); int numberOfFiles = prefabData.importedGeometryPaths3DPlant[i].Count; List <float> lodHeights = MegascansUtilities.getLODHeightList(numberOfFiles); //Instantiate all the meshes in the scene, add them to the material/collider to them. for (int x = 0; (x < numberOfFiles && x < 8); x++) { UnityEngine.Object loadedGeometry = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(prefabData.importedGeometryPaths3DPlant[i][x]); //Highpoly mesh check. if (loadedGeometry.name.ToLower().Contains("highpoly") && !prefabData.highpoly) { continue; } GameObject geometryObject = Instantiate(loadedGeometry) as GameObject; Renderer[] r; //Parent all the objects to the prefab game object. if (geometryObject.transform.childCount > 0 && !prefabData.isAlembic) { r = new Renderer[geometryObject.transform.childCount]; for (int j = 0; j < geometryObject.transform.childCount; ++j) { //Parent the child gameobject (geometry) to the prefab game object. GameObject geometryChildObject = geometryObject.transform.GetChild(j).gameObject; //Cache a reference to the child gameobject of the geometry. geometryChildObject.transform.parent = prefabGameObject.transform; geometryChildObject.transform.localPosition = Vector3.zero; geometryChildObject.name = geometryChildObject.name.Replace("(Clone)", ""); r[j] = geometryChildObject.GetComponent <Renderer>(); } //Destroy the empty parent container which was holding the meshes. DestroyImmediate(geometryObject); } else if (prefabData.isAlembic) //if the instantiated mesh is an alembic asset. { //Parent the child gameobject (geometry) to the prefab game object. geometryObject.transform.parent = prefabGameObject.transform; geometryObject.transform.localPosition = Vector3.zero; geometryObject.name = geometryObject.name.Replace("(Clone)", ""); r = geometryObject.GetComponentsInChildren <Renderer>(); } else //if the instantiated mesh does not have any children { r = new Renderer[1]; //Parent the child gameobject (geometry) to the prefab game object. geometryObject.transform.parent = prefabGameObject.transform; geometryObject.transform.localPosition = Vector3.zero; geometryObject.name = geometryObject.name.Replace("(Clone)", ""); r[0] = geometryObject.GetComponent <Renderer>(); } foreach (Renderer ren in r) { ren.material = prefabData.finalMat; //Apply highpoly material if the mesh was highpoly and highpoly filter is enabled. if (loadedGeometry.name.ToLower().Contains("highpoly") && prefabData.highpoly) { ren.material = prefabData.highpolyMat; #if UNITY_EDITOR_OSX ren.material = prefabData.finalMat; #endif } //Billboard material application if (prefabData.hasBillboardLOD && x == (numberOfFiles - 1)) { ren.material = prefabData.billboardMat; } //Apply collision if (prefabData.setupCollision) { ren.gameObject.AddComponent <MeshCollider>().sharedMesh = ren.gameObject.GetComponent <MeshFilter>().sharedMesh; } } if (prefabData.setupLODs) { lodsForPrefab.Add(new LOD(lodHeights[0], r)); lodHeights.RemoveAt(0); } else { break; } } //Set LODs in the LOD group if (prefabData.setupLODs) { prefabGameObject.GetComponent <LODGroup>().SetLODs(lodsForPrefab.ToArray()); prefabGameObject.GetComponent <LODGroup>().RecalculateBounds(); } //Prefab saving string prefLocation = prefabPath + "/" + prefabName + ".prefab"; prefLocation = prefLocation.Replace("(Clone)", ""); GameObject prefabObject = SavePrefab(prefabGameObject, prefLocation, prefabData.addAssetToScene); if (prefabObject) { prefabObjects.Add(prefabObject); } } //Setting up variation holder gameobject GameObject plantsParent = new GameObject(prefabData.assetName); plantsParent.isStatic = true; foreach (GameObject variation in prefabObjects) { variation.transform.parent = plantsParent.transform; } } catch (Exception ex) { Debug.Log("Exception::MegascansMeshUtils::3D Plant Prefab:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); } }
/// <summary> /// Import meshes, start from highest LOD and import the chain. /// </summary> public static void ProcessMeshes(JObject assetJson, string assetFolderPath, bool highpoly, bool hasVariations, PrefabData prefabData) { try { bool createPrefabs = EditorPrefs.GetBool("QuixelDefaultSetupPrefabs", true); bool importLODs = EditorPrefs.GetBool("QuixelDefaultImportLODs", true); bool setupLODs = EditorPrefs.GetBool("QuixelDefaultSetupLOD", true); prefabData.setupLODs = (importLODs && setupLODs); //Only do LOD setup if lower lods were imported and LOD grouping is enabled. //get mesh components from the current object. Also, meshComps.Count can give us the number of variations ;) JArray meshComps = (JArray)assetJson["meshList"]; JArray lodList = (JArray)assetJson["lodList"]; string activeLOD = (string)assetJson["activeLOD"]; string minLOD = (string)assetJson["minLOD"]; string modelsFolderPath = MegascansUtilities.ValidateFolderCreate(assetFolderPath, "Models"); if (hasVariations) { List <List <string> > importedGeometryPaths3DPlant = new List <List <string> >(); for (int i = 1; i <= meshComps.Count; i++) { List <string> importedGeometryPaths = new List <string>(); bool lodMatched = false; // This flag helps to import the lower lods once the active lod is found. foreach (JObject mesh in lodList) { if ((int)mesh["variation"] == i) { string currentLOD = (string)mesh["lod"]; if (lodMatched || currentLOD == activeLOD || highpoly) { lodMatched = true; if ((currentLOD == "high") && !highpoly) { continue; } //get the path of the highest LOD to be imported. string sourcePath = (string)mesh["path"]; string destPath = Path.Combine(modelsFolderPath, (string)mesh["nameOverride"]); ImportMesh(sourcePath, destPath); importedGeometryPaths.Add(destPath); if (!importLODs) { break; } } } } importedGeometryPaths3DPlant.Add(importedGeometryPaths); } prefabData.importedGeometryPaths3DPlant = importedGeometryPaths3DPlant; if (createPrefabs) { CreatePrefab3DPlant(prefabData); } } else { List <string> importedGeometryPaths3D = new List <string>(); bool lodMatched = false; // This flag helps to import the lower lods once the active lod is found. foreach (JObject mesh in lodList) { string currentLOD = (string)mesh["lod"]; if (lodMatched || (currentLOD == activeLOD) || highpoly) { lodMatched = true; if ((currentLOD == "high") && !highpoly) { continue; } //get the path of the highest LOD to be imported. string sourcePath = (string)mesh["path"]; string destPath = Path.Combine(modelsFolderPath, (string)mesh["nameOverride"]); ImportMesh(sourcePath, destPath); importedGeometryPaths3D.Add(destPath); if (!importLODs) { break; } } } prefabData.importedGeometryPaths3D = importedGeometryPaths3D; if (createPrefabs) { if (MegascansUtilities.isScatterAsset(assetJson, importedGeometryPaths3D)) { CreatePrefabsScatter(prefabData); } else { CreatePrefab3D(prefabData); } } } } catch (Exception ex) { Debug.Log("Exception::MegascansMeshUtils::Processing Meshes:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); } }
/// <summary> /// Generates prefabs from imported meshes. /// Used for normal 3D assets /// </summary> public static void CreatePrefab3D(PrefabData prefabData) { try { string prefabPath = MegascansUtilities.ValidateFolderCreate(prefabData.assetPath, "Prefabs"); string prefabName = prefabData.modelNamingConvention; //Setting up prefab gameobject GameObject prefabGameObject = new GameObject(); prefabGameObject.name = prefabName; prefabGameObject.isStatic = true; if (prefabData.setupLODs) { prefabGameObject.AddComponent <LODGroup>(); prefabGameObject.GetComponent <LODGroup>().fadeMode = (LODFadeMode)prefabData.lodFadeMode; //Casting lod fade mode to enum. prefabGameObject.GetComponent <LODGroup>().animateCrossFading = true; } List <LOD> lodsForPrefab = new List <LOD>(); int numberOfFiles = prefabData.importedGeometryPaths3D.Count; List <float> lodHeights = MegascansUtilities.getLODHeightList(numberOfFiles); //Instantiate all the meshes in the scene, add them to the material/collider to them. for (int x = 0; (x < numberOfFiles && x < 8); x++) { UnityEngine.Object loadedGeometry = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(prefabData.importedGeometryPaths3D[x]); //Highpoly mesh check. if (loadedGeometry.name.ToLower().Contains("highpoly") && !prefabData.highpoly) { continue; } GameObject geometryObject = Instantiate(loadedGeometry) as GameObject; Renderer[] r; //Parent all the objects to the prefab game object. if (geometryObject.transform.childCount > 0 && !prefabData.isAlembic) { r = new Renderer[geometryObject.transform.childCount]; for (int j = 0; j < geometryObject.transform.childCount; ++j) { //Parent the child gameobject (geometry) to the prefab game object. GameObject geometryChildObject = geometryObject.transform.GetChild(j).gameObject; //Cache a reference to the child gameobject of the geometry. geometryChildObject.transform.parent = prefabGameObject.transform; geometryChildObject.transform.localPosition = Vector3.zero; geometryChildObject.name = geometryChildObject.name.Replace("(Clone)", ""); r[j] = geometryChildObject.GetComponentInChildren <Renderer>(); } //Destroy the empty parent container which was holding the meshes. DestroyImmediate(geometryObject); } else if (prefabData.isAlembic) //if the instantiated mesh is an alembic asset. { //Parent the child gameobject (geometry) to the prefab game object. geometryObject.transform.parent = prefabGameObject.transform; geometryObject.transform.localPosition = Vector3.zero; geometryObject.name = geometryObject.name.Replace("(Clone)", ""); r = geometryObject.GetComponentsInChildren <Renderer>(); } else //if the instantiated mesh does not have any children { //Parent the child gameobject (geometry) to the prefab game object. geometryObject.transform.parent = prefabGameObject.transform; geometryObject.transform.localPosition = Vector3.zero; geometryObject.name = geometryObject.name.Replace("(Clone)", ""); r = geometryObject.GetComponentsInChildren <Renderer>(); } foreach (Renderer ren in r) { ren.material = prefabData.finalMat; //Apply collision if (prefabData.setupCollision) { ren.gameObject.AddComponent <MeshCollider>().sharedMesh = ren.gameObject.GetComponent <MeshFilter>().sharedMesh; } } if (prefabData.setupLODs) { lodsForPrefab.Add(new LOD(lodHeights[0], r)); lodHeights.RemoveAt(0); } else //We only set the prefab with 1 LOD if setup LODs is unchecked. { break; } } //Set LODs in the LOD group if (prefabData.setupLODs) { prefabGameObject.GetComponent <LODGroup>().SetLODs(lodsForPrefab.ToArray()); prefabGameObject.GetComponent <LODGroup>().RecalculateBounds(); } //Prefab saving string prefLocation = prefabPath + "/" + prefabName + ".prefab"; prefLocation = prefLocation.Replace("(Clone)", ""); SavePrefab(prefabGameObject, prefLocation, prefabData.addAssetToScene); } catch (Exception ex) { Debug.Log("Exception::MegascansMeshUtils::3D Asset Prefab:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); } }
/// <summary> /// Creates materials needed for the asset. /// </summary> /// <returns></returns> Material CreateMaterial() { MegascansUtilities.UpdateProgressBar(1.0f, "Processing Asset " + assetName, "Creating material..."); if ((shaderType == 0 || shaderType == 1) && isAlembic) { Debug.Log("Alembic files are not supported in LWRP/HDRP. Please change your export file format in Bridge or change your SRP in Unity."); return(null); } try { string rp = matPath + ".mat"; Material mat = (Material)AssetDatabase.LoadAssetAtPath(rp, typeof(Material)); if (!mat) { mat = new Material(Shader.Find("Standard")); AssetDatabase.CreateAsset(mat, rp); AssetDatabase.Refresh(); if (shaderType < 1) { mat.shader = Shader.Find("HDRenderPipeline/Lit"); #if UNITY_2018_3 || UNITY_2019 mat.shader = Shader.Find("HDRP/Lit"); #endif mat.SetInt("_DisplacementMode", dispType); } if (shaderType > 0) { if (MegascansUtilities.isLegacy()) { mat.shader = Shader.Find("LightweightPipeline/Standard (Physically Based)"); } else { mat.shader = Shader.Find("Lightweight Render Pipeline/Lit"); } } if (shaderType > 1) { if (isAlembic) { mat.shader = Shader.Find("Alembic/Standard"); if (texPack > 0) { mat.shader = Shader.Find("Alembic/Standard (Specular setup)"); } } else { mat.shader = Shader.Find("Standard"); if (texPack > 0) { mat.shader = Shader.Find("Standard (Specular setup)"); } } } } return(mat); } catch (Exception ex) { Debug.Log("Exception: " + ex.ToString()); MegascansUtilities.HideProgressBar(); return(null); } }
/// <summary> /// Previous version of the importer would loop through a list of texture paths, and use a bunch of if-statements and do things accordingly. /// This version just takes in every texture path and if it's not null, does the thing. Less looping, better overall performance. /// </summary> /// <param name="albedo"></param> /// <param name="opacity"></param> /// <param name="normals"></param> /// <param name="metallic"></param> /// <param name="specular"></param> /// <param name="AO"></param> /// <param name="gloss"></param> /// <param name="displacement"></param> /// <param name="roughness"></param> /// <param name="translucency"></param> Material ReadWriteAllTextures(string albedo, string opacity, string normals, string metallic, string specular, string AO, string gloss, string displacement, string roughness, string translucency) { try { Material mat = CreateMaterial(); if (mat == null) { return(null); } //create a new work thread for each texture to be processed. //Pack the opacity into the alpha channel of albedo if it exists. string texMapName = (string)mapNames["Albedo"]; tempTexName = texPath.Contains("$mapName")? texPath.Replace("$mapName", texMapName): texPath + texMapName; string p = tempTexName + ".png"; mapName = opacity != null ? "Albedo + Alpha" : "Albedo"; MegascansUtilities.UpdateProgressBar(1.0f, "Processing Asset " + assetName, "Importing texture: " + mapName); Texture2D tex = MegascansImageUtils.PackTextures(albedo, opacity, p); mat.SetTexture("_MainTex", tex); mat.SetTexture("_BaseColorMap", tex); if (shaderType == 1) { mat.SetTexture("_BaseMap", tex); mat.SetColor("_BaseColor", Color.white); } if (opacity != null) { if (shaderType > 0) { mat.SetFloat("_AlphaClip", 1); mat.SetFloat("_Mode", 1); mat.SetFloat("_Cull", 1); mat.EnableKeyword("_ALPHATEST_ON"); } else { mat.SetInt("_AlphaCutoffEnable", 1); mat.SetFloat("_AlphaCutoff", 0.333f); mat.SetInt("_DoubleSidedEnable", 1); mat.SetOverrideTag("RenderType", "TransparentCutout"); mat.SetInt("_ZTestGBuffer", (int)UnityEngine.Rendering.CompareFunction.Equal); mat.SetInt("_CullMode", (int)UnityEngine.Rendering.CullMode.Off); mat.SetInt("_CullModeForward", (int)UnityEngine.Rendering.CullMode.Back); mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); mat.SetInt("_ZWrite", 1); mat.renderQueue = 2450; mat.SetInt("_ZTestGBuffer", (int)UnityEngine.Rendering.CompareFunction.Equal); mat.EnableKeyword("_ALPHATEST_ON"); mat.EnableKeyword("_DOUBLESIDED_ON"); mat.DisableKeyword("_BLENDMODE_ALPHA"); mat.DisableKeyword("_SURFACE_TYPE_TRANSPARENT"); } } //test to see if gloss is absent but roughness is present... bool useRoughness = (gloss == null && roughness != null); if (texPack < 1 || shaderType < 1) { mapName = "Masks"; MegascansUtilities.UpdateProgressBar(1.0f, "Processing Asset " + assetName, "Importing texture: " + mapName); tempTexName = texPath.Contains("$mapName") ? texPath.Replace("$mapName", "Masks"): texPath + "Masks"; p = tempTexName + ".png"; mat.SetFloat("_Metallic", 1.0f); tex = MegascansImageUtils.PackTextures(metallic, AO, displacement, useRoughness ? roughness : gloss, p, useRoughness); mat.SetTexture("_MaskMap", tex); mat.EnableKeyword("_MASKMAP"); mat.SetFloat("_MaterialID", 1); mat.SetTexture("_MetallicGlossMap", tex); mat.EnableKeyword("_METALLICSPECGLOSSMAP"); mat.EnableKeyword("_METALLICGLOSSMAP"); } //do we need to process a specular map? if (texPack > 0 && specular != null) { texMapName = (string)mapNames["Specular"]; mapName = "Specular + Gloss"; MegascansUtilities.UpdateProgressBar(1.0f, "Processing Asset " + assetName, "Importing texture: " + mapName); tempTexName = texPath.Contains("$mapName") ? texPath.Replace("$mapName", texMapName): texPath + texMapName; p = tempTexName + ".png"; tex = MegascansImageUtils.PackTextures(specular, useRoughness ? roughness : gloss, p, useRoughness); mat.SetTexture("_SpecGlossMap", tex); mat.SetColor("_SpecColor", new UnityEngine.Color(1.0f, 1.0f, 1.0f)); mat.SetColor("_SpecularColor", new UnityEngine.Color(1.0f, 1.0f, 1.0f)); mat.SetFloat("_WorkflowMode", 0); mat.SetFloat("_MaterialID", 4); mat.SetTexture("_SpecularColorMap", tex); mat.EnableKeyword("_METALLICSPECGLOSSMAP"); mat.EnableKeyword("_SPECGLOSSMAP"); mat.EnableKeyword("_SPECULAR_SETUP"); mat.EnableKeyword("_SPECULARCOLORMAP"); mat.EnableKeyword("_MATERIAL_FEATURE_SPECULAR_COLOR"); } //handle any textures which can just be converted in place. if (normals != null) { texMapName = (string)mapNames["Normal"]; mapName = "Normals"; MegascansUtilities.UpdateProgressBar(1.0f, "Processing Asset " + assetName, "Importing texture: " + mapName); tempTexName = texPath.Contains("$mapName") ? texPath.Replace("$mapName", texMapName): texPath + texMapName; p = tempTexName + ".png"; MegascansImageUtils.CreateTexture(normals, p); tex = MegascansImageUtils.TextureImportSetup(p, true, false); mat.SetTexture("_BumpMap", tex); mat.SetTexture("_NormalMap", tex); mat.EnableKeyword("_NORMALMAP_TANGENT_SPACE"); mat.EnableKeyword("_NORMALMAP"); mapName = "Normals_Terrain"; tempTexName = texPath.Contains("$mapName") ? texPath.Replace("$mapName", texMapName + "_Terrain"): texPath + texMapName + "_Terrain"; p = tempTexName + ".png"; if (generateTerrainNormal && type.ToLower().Contains("surface")) { MegascansImageUtils.ImportTerrainNormal(normals, p); } } if (displacement != null && dispType > 0) { texMapName = (string)mapNames["Displacement"]; mapName = "Displacement"; MegascansUtilities.UpdateProgressBar(1.0f, "Processing Asset " + assetName, "Importing texture: " + mapName); tempTexName = texPath.Contains("$mapName") ? texPath.Replace("$mapName", texMapName): texPath + texMapName; p = tempTexName + ".png"; MegascansImageUtils.CreateTexture(displacement, p); tex = MegascansImageUtils.TextureImportSetup(p, false, false); mat.SetTexture("_HeightMap", tex); mat.SetTexture("_ParallaxMap", tex); mat.EnableKeyword("_DISPLACEMENT_LOCK_TILING_SCALE"); if (dispType == 1) { mat.EnableKeyword("_VERTEX_DISPLACEMENT"); mat.EnableKeyword("_VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE"); } if (dispType == 2) { mat.EnableKeyword("_PIXEL_DISPLACEMENT"); mat.EnableKeyword("_PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE"); } } //occlusion may or may not need to be packed, depending on the shader used. if (shaderType > 1 && AO != null) { texMapName = (string)mapNames["AO"]; mapName = "AO"; MegascansUtilities.UpdateProgressBar(1.0f, "Processing Asset " + assetName, "Importing texture: " + mapName); tempTexName = texPath.Contains("$mapName") ? texPath.Replace("$mapName", texMapName): texPath + texMapName; p = tempTexName + ".png"; MegascansImageUtils.CreateTexture(AO, p); tex = MegascansImageUtils.TextureImportSetup(p, false, false); mat.SetTexture("_OcclusionMap", tex); mat.EnableKeyword("_OCCLUSIONMAP"); } if (translucency != null) { texMapName = (string)mapNames["Translucency"]; mapName = "Translucency"; MegascansUtilities.UpdateProgressBar(1.0f, "Processing Asset " + assetName, "Importing texture: " + mapName); tempTexName = texPath.Contains("$mapName") ? texPath.Replace("$mapName", texMapName): texPath + texMapName; p = tempTexName + ".png"; tex = MegascansImageUtils.PackTextures(translucency, translucency, translucency, null, p); mat.SetInt("_MaterialID", 0); mat.SetInt("_DiffusionProfile", 1); mat.SetFloat("_EnableSubsurfaceScattering", 1); mat.SetTexture("_SubsurfaceMaskMap", tex); mat.SetTexture("_ThicknessMap", tex); if (plant) { mat.SetInt("_DiffusionProfile", 2); mat.SetFloat("_CoatMask", 0.0f); mat.SetInt("_EnableWind", 1); mat.EnableKeyword("_VERTEX_WIND"); } mat.EnableKeyword("_SUBSURFACE_MASK_MAP"); mat.EnableKeyword("_THICKNESSMAP"); mat.EnableKeyword("_MATERIAL_FEATURE_TRANSMISSION"); } return(mat); } catch (Exception ex) { Debug.Log("Exception: " + ex.ToString()); MegascansUtilities.HideProgressBar(); return(null); } }
/// <summary> /// Takes an imported JSON object, and breaks it into relevant components and data. /// Then calls relevant functions for actual import of asset. /// </summary> /// <param name="objectList"></param> public string ImportMegascansAssets(JObject objectList) { var startTime = System.DateTime.Now; activeLOD = (string)objectList["activeLOD"]; string minLOD = (string)objectList["minLOD"]; assetName = (string)objectList["name"]; type = (string)objectList["type"]; isAlembic = false; plant = false; highPoly = false; hasBillboardLOD = false; hasBillboardLODOnly = false; mapName = ""; folderNamingConvention = (string)objectList["folderNamingConvention"]; //get mesh components from the current object. JArray meshComps = (JArray)objectList["meshList"]; //run a check to see if we're using Unity 5 or below, and then if we're trying to import a high poly mesh. if so, let the user know we are aborting the import. if (meshComps.Count > 0) { isAlembic = Path.GetExtension((string)meshComps[0]["path"]) == ".abc"; } hasBillboardLOD = MegascansMeshUtils.ContainsLowestLOD((JArray)objectList["lodList"], minLOD, activeLOD); if (type.ToLower().Contains("3dplant")) { plant = true; if (minLOD == activeLOD) { hasBillboardLODOnly = true; } } try { LoadPreferences(); shaderType = MegascansUtilities.GetShaderType(); MegascansUtilities.CalculateNumberOfOperations(objectList, dispType, texPack, shaderType, hasBillboardLODOnly); path = ConstructPath(objectList); if (path == null || path == "") { Debug.Log("Asset: " + (string)objectList["name"] + " already exist in the Project. Please delete/rename the existing folder and re-import this asset."); AssetDatabase.Refresh(); return(null); } } catch (Exception ex) { Debug.Log("Error setting import path."); Debug.Log(ex.ToString()); MegascansUtilities.HideProgressBar(); } try { //process textures ProcessTextures(objectList); if (finalMat == null && !(plant && hasBillboardLODOnly)) { Debug.Log("Could not import the textures and create the material."); return(null); } else { if (type.ToLower().Contains("surface") && applyToSelection) { foreach (MeshRenderer render in MegascansUtilities.GetSelectedMeshRenderers()) { render.material = finalMat; } } } } catch (Exception ex) { Debug.Log("Error importing textures."); Debug.Log(ex.ToString()); MegascansUtilities.HideProgressBar(); } //process meshes if (meshComps == null && !type.Contains("surface")) { Debug.LogError("No meshes found. Please double check your export settings."); Debug.Log("Import failed."); return(null); } if (meshComps.Count > 0) { if (activeLOD == "high") { //detect if we're trying to import a high poly mesh... string msg = "You are about to import a high poly mesh. \nThese meshes are usually millions of polygons and can cause instability to your project. \nWould you like to proceed?"; highPoly = EditorUtility.DisplayDialog("WARNING!", msg, "Yes", "No"); } try { //process meshes and prefabs PrefabData prefData = new PrefabData(path, assetName, folderNamingConvention, lodFadeMode, highPoly, addAssetToScene, setupCollision, hasBillboardLOD, isAlembic, false, false, finalMat, billboardMat, new List <string>(), new List <List <string> >()); MegascansMeshUtils.ProcessMeshes(objectList, path, highPoly, plant, prefData); } catch (Exception ex) { Debug.Log("Error importing meshes."); Debug.Log(ex.ToString()); MegascansUtilities.HideProgressBar(); } } var endTime = System.DateTime.Now; var totalTime = endTime - startTime; Debug.Log("Asset Import Time: " + totalTime); AssetDatabase.Refresh(); MegascansUtilities.HideProgressBar(); Resources.UnloadUnusedAssets(); GC.Collect(); return(path); }
/// <summary> /// Generates prefabs from imported meshes. /// Used for normal 3D assets /// </summary> public static void CreatePrefab3D(PrefabData prefabData) { try { string prefabPath = MegascansUtilities.ValidateFolderCreate(prefabData.assetPath, "Prefabs"); string prefabName = prefabData.finalAssetName.Replace("$mapName", "").Replace("$resolution", "").Replace("$lod", "").Replace("$variation", ""); //Setting up prefab gameobject GameObject prefabGameObject = new GameObject(); prefabGameObject.name = prefabName; prefabGameObject.AddComponent <LODGroup>(); prefabGameObject.GetComponent <LODGroup>().fadeMode = (LODFadeMode)prefabData.lodFadeMode; //Casting lod fade mode to enum. prefabGameObject.GetComponent <LODGroup>().animateCrossFading = true; prefabGameObject.isStatic = true; float lodHeight = 1.0f; List <LOD> lodsForPrefab = new List <LOD>(); int numberOfFiles = prefabData.importedGeometryPaths3D.Count; //Instantiate all the meshes in the scene, add them to the material/collider to them. for (int x = 0; x < numberOfFiles; x++) { UnityEngine.Object loadedGeometry = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(prefabData.importedGeometryPaths3D[x]); //Highpoly mesh check. if (loadedGeometry.name.ToLower().Contains("highpoly") && !prefabData.highpoly) { continue; } GameObject geometryObject = Instantiate(loadedGeometry) as GameObject; Renderer[] r; //Parent all the objects to the prefab game object. if (geometryObject.transform.childCount > 0 && !prefabData.isAlembic) { r = new Renderer[geometryObject.transform.childCount]; for (int j = 0; j < geometryObject.transform.childCount; ++j) { //Parent the child gameobject (geometry) to the prefab game object. GameObject geometryChildObject = geometryObject.transform.GetChild(j).gameObject; //Cache a reference to the child gameobject of the geometry. geometryChildObject.transform.parent = prefabGameObject.transform; geometryChildObject.transform.localPosition = Vector3.zero; geometryChildObject.name = geometryChildObject.name.Replace("(Clone)", ""); //Get reference to the renderer components to apply material later. r[j] = geometryChildObject.GetComponentInChildren <Renderer>(); } //Destroy the empty parent container which was holding the meshes. DestroyImmediate(geometryObject); } else if (prefabData.isAlembic) //if the instantiated mesh is an alembic asset. { //Parent the child gameobject (geometry) to the prefab game object. geometryObject.transform.parent = prefabGameObject.transform; geometryObject.transform.localPosition = Vector3.zero; geometryObject.name = geometryObject.name.Replace("(Clone)", ""); //Get reference to the renderer components to apply material later. r = geometryObject.GetComponentsInChildren <Renderer>(); } else //if the instantiated mesh does not have any children { //Parent the child gameobject (geometry) to the prefab game object. geometryObject.transform.parent = prefabGameObject.transform; geometryObject.transform.localPosition = Vector3.zero; geometryObject.name = geometryObject.name.Replace("(Clone)", ""); //Get reference to the renderer component to apply material later. r = geometryObject.GetComponentsInChildren <Renderer>(); } foreach (Renderer ren in r) { ren.material = prefabData.finalMat; //Apply highpoly material if the mesh was highpoly and highpoly filter is enabled. if (loadedGeometry.name.ToLower().Contains("highpoly") && prefabData.highpoly) { ren.material = prefabData.highpolyMat; #if UNITY_EDITOR_OSX ren.material = prefabData.finalMat; #endif } //Apply collision if (prefabData.setupCollision) { ren.gameObject.AddComponent <MeshCollider>().sharedMesh = ren.gameObject.GetComponent <MeshFilter>().sharedMesh; } } if (numberOfFiles > 2) { lodHeight *= ((x + 1) >= (numberOfFiles / 2)) ? 0.75f : 0.5f; } else { lodHeight *= (x + 1) < 1 ? 0.75f : 0.15f; } lodsForPrefab.Add(new LOD(lodHeight, r)); } //Set LODs in the LOD group prefabGameObject.GetComponent <LODGroup>().SetLODs(lodsForPrefab.ToArray()); prefabGameObject.GetComponent <LODGroup>().RecalculateBounds(); //Prefab saving string prefLocation = prefabPath + "/" + prefabName + ".prefab"; prefLocation = prefLocation.Replace("(Clone)", ""); SavePrefab(prefabGameObject, prefLocation, prefabData.addAssetToScene); } catch (Exception ex) { Debug.Log("Exception::MegascansMeshUtils::3D Asset Prefab:: " + ex.ToString()); MegascansUtilities.HideProgressBar(); } }