public static IEnumerable <GetTextureParam> EnumerateTextures(glTF gltf, glTFMaterial m) { int?metallicRoughnessTexture = default; if (m.pbrMetallicRoughness != null) { // base color if (m.pbrMetallicRoughness?.baseColorTexture != null) { yield return(PBRMaterialItem.BaseColorTexture(gltf, m)); } // metallic roughness if (m.pbrMetallicRoughness?.metallicRoughnessTexture != null && m.pbrMetallicRoughness.metallicRoughnessTexture.index != -1) { metallicRoughnessTexture = m.pbrMetallicRoughness?.metallicRoughnessTexture?.index; } } // emission if (m.emissiveTexture != null) { yield return(GetTextureParam.CreateSRGB(gltf, m.emissiveTexture.index)); } // normal if (m.normalTexture != null) { yield return(PBRMaterialItem.NormalTexture(gltf, m)); } // occlusion int?occlusionTexture = default; if (m.occlusionTexture != null && m.occlusionTexture.index != -1) { occlusionTexture = m.occlusionTexture.index; } // metallicSmooth and occlusion if (metallicRoughnessTexture.HasValue || occlusionTexture.HasValue) { yield return(PBRMaterialItem.StandardTexture(gltf, m)); } }
public static async Task <Material> CreateAsync(IAwaitCaller awaitCaller, glTF gltf, int i, GetTextureAsyncFunc getTexture) { if (getTexture == null) { getTexture = (IAwaitCaller _awaitCaller, glTF _gltf, GetTextureParam _param) => Task.FromResult <Texture2D>(null); } if (i < 0 || i >= gltf.materials.Count) { return(MaterialFactory.CreateMaterial(i, null, ShaderName)); } var src = gltf.materials[i]; var material = MaterialFactory.CreateMaterial(i, src, ShaderName); var standardParam = default(GetTextureParam); if (src.pbrMetallicRoughness != null || src.occlusionTexture != null) { if (src.pbrMetallicRoughness.metallicRoughnessTexture != null || src.occlusionTexture != null) { standardParam = StandardTexture(gltf, src); } if (src.pbrMetallicRoughness.baseColorFactor != null && src.pbrMetallicRoughness.baseColorFactor.Length == 4) { var color = src.pbrMetallicRoughness.baseColorFactor; material.color = (new Color(color[0], color[1], color[2], color[3])).gamma; } if (src.pbrMetallicRoughness.baseColorTexture != null && src.pbrMetallicRoughness.baseColorTexture.index != -1) { material.mainTexture = await getTexture(awaitCaller, gltf, BaseColorTexture(gltf, src)); // Texture Offset and Scale MaterialFactory.SetTextureOffsetAndScale(material, src.pbrMetallicRoughness.baseColorTexture, "_MainTex"); } if (src.pbrMetallicRoughness.metallicRoughnessTexture != null && src.pbrMetallicRoughness.metallicRoughnessTexture.index != -1) { material.EnableKeyword("_METALLICGLOSSMAP"); var texture = await getTexture(awaitCaller, gltf, standardParam); if (texture != null) { material.SetTexture(GetTextureParam.METALLIC_GLOSS_PROP, texture); } material.SetFloat("_Metallic", 1.0f); // Set 1.0f as hard-coded. See: https://github.com/dwango/UniVRM/issues/212. material.SetFloat("_GlossMapScale", 1.0f); // Texture Offset and Scale MaterialFactory.SetTextureOffsetAndScale(material, src.pbrMetallicRoughness.metallicRoughnessTexture, "_MetallicGlossMap"); } else { material.SetFloat("_Metallic", src.pbrMetallicRoughness.metallicFactor); material.SetFloat("_Glossiness", 1.0f - src.pbrMetallicRoughness.roughnessFactor); } } if (src.normalTexture != null && src.normalTexture.index != -1) { material.EnableKeyword("_NORMALMAP"); var texture = await getTexture(awaitCaller, gltf, NormalTexture(gltf, src)); if (texture != null) { material.SetTexture(GetTextureParam.NORMAL_PROP, texture); material.SetFloat("_BumpScale", src.normalTexture.scale); } // Texture Offset and Scale MaterialFactory.SetTextureOffsetAndScale(material, src.normalTexture, "_BumpMap"); } if (src.occlusionTexture != null && src.occlusionTexture.index != -1) { var texture = await getTexture(awaitCaller, gltf, standardParam); if (texture != null) { material.SetTexture(GetTextureParam.OCCLUSION_PROP, texture); material.SetFloat("_OcclusionStrength", src.occlusionTexture.strength); } // Texture Offset and Scale MaterialFactory.SetTextureOffsetAndScale(material, src.occlusionTexture, "_OcclusionMap"); } if (src.emissiveFactor != null || (src.emissiveTexture != null && src.emissiveTexture.index != -1)) { material.EnableKeyword("_EMISSION"); material.globalIlluminationFlags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack; if (src.emissiveFactor != null && src.emissiveFactor.Length == 3) { material.SetColor("_EmissionColor", new Color(src.emissiveFactor[0], src.emissiveFactor[1], src.emissiveFactor[2])); } if (src.emissiveTexture != null && src.emissiveTexture.index != -1) { var texture = await getTexture(awaitCaller, gltf, GetTextureParam.CreateSRGB(gltf, src.emissiveTexture.index)); if (texture != null) { material.SetTexture("_EmissionMap", texture); } // Texture Offset and Scale MaterialFactory.SetTextureOffsetAndScale(material, src.emissiveTexture, "_EmissionMap"); } } BlendMode blendMode = BlendMode.Opaque; // https://forum.unity.com/threads/standard-material-shader-ignoring-setfloat-property-_mode.344557/#post-2229980 switch (src.alphaMode) { case "BLEND": blendMode = BlendMode.Fade; material.SetOverrideTag("RenderType", "Transparent"); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.EnableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = 3000; break; case "MASK": blendMode = BlendMode.Cutout; material.SetOverrideTag("RenderType", "TransparentCutout"); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); material.SetInt("_ZWrite", 1); material.SetFloat("_Cutoff", src.alphaCutoff); material.EnableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = 2450; break; default: // OPAQUE blendMode = BlendMode.Opaque; material.SetOverrideTag("RenderType", ""); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); material.SetInt("_ZWrite", 1); material.DisableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = -1; break; } material.SetFloat("_Mode", (float)blendMode); return(material); }
public static GetTextureParam BaseColorTexture(glTF gltf, glTFMaterial src) { return(GetTextureParam.CreateSRGB(gltf, src.pbrMetallicRoughness.baseColorTexture.index)); }