示例#1
0
        /// <summary>
        /// VMRC_materials_mtoon の場合にマテリアル生成情報を作成する
        /// </summary>
        public static bool TryCreateParam(GltfData data, int i, out MaterialDescriptor matDesc)
        {
            var m = data.GLTF.materials[i];

            if (!UniGLTF.Extensions.VRMC_materials_mtoon.GltfDeserializer.TryGet(m.extensions,
                                                                                 out UniGLTF.Extensions.VRMC_materials_mtoon.VRMC_materials_mtoon mtoon))
            {
                // Fallback to glTF, when MToon extension does not exist.
                matDesc = default;
                return(false);
            }

            // use material.name, because material name may renamed in GltfParser.
            matDesc = new MaterialDescriptor(
                m.name,
                MToon10Meta.UnityShaderName,
                null,
                Vrm10MToonTextureImporter.EnumerateAllTextures(data, m, mtoon).ToDictionary(tuple => tuple.key, tuple => tuple.Item2.Item2),
                TryGetAllFloats(m, mtoon).ToDictionary(tuple => tuple.key, tuple => tuple.value),
                TryGetAllColors(m, mtoon).ToDictionary(tuple => tuple.key, tuple => tuple.value),
                TryGetAllFloatArrays(m, mtoon).ToDictionary(tuple => tuple.key, tuple => tuple.value),
                new Action <Material>[]
            {
                material =>
                {
                    // Set hidden properties, keywords from float properties.
                    new MToonValidator(material).Validate();
                }
            });

            return(true);
        }
示例#2
0
        /// <summary>
        /// glTF 全体で使うテクスチャーを列挙する
        /// </summary>
        private static IEnumerable <(SubAssetKey, TextureDescriptor)> EnumerateAllTextures(GltfData data)
        {
            if (!UniGLTF.Extensions.VRMC_vrm.GltfDeserializer.TryGet(data.GLTF.extensions, out UniGLTF.Extensions.VRMC_vrm.VRMC_vrm vrm))
            {
                throw new System.Exception("not vrm");
            }

            // Textures referenced by Materials.
            for (var materialIdx = 0; materialIdx < data.GLTF.materials.Count; ++materialIdx)
            {
                var m = data.GLTF.materials[materialIdx];
                if (UniGLTF.Extensions.VRMC_materials_mtoon.GltfDeserializer.TryGet(m.extensions, out var mToon))
                {
                    foreach (var(_, tex) in Vrm10MToonTextureImporter.EnumerateAllTextures(data, m, mToon))
                    {
                        yield return(tex);
                    }
                }
                else
                {
                    // Fallback to glTF PBR & glTF Unlit
                    foreach (var tex in GltfPbrTextureImporter.EnumerateAllTextures(data, materialIdx))
                    {
                        yield return(tex);
                    }
                }
            }

            // Thumbnail Texture referenced by VRM Meta.
            if (TryGetMetaThumbnailTextureImportParam(data, vrm, out (SubAssetKey key, TextureDescriptor)thumbnail))
            {
                yield return(thumbnail);
            }
        }
        /// <summary>
        /// VMRC_materials_mtoon の場合にマテリアル生成情報を作成する
        /// </summary>
        public static bool TryCreateParam(GltfData data, int i, out MaterialDescriptor matDesc)
        {
            var m = data.GLTF.materials[i];

            if (!UniGLTF.Extensions.VRMC_materials_mtoon.GltfDeserializer.TryGet(m.extensions,
                                                                                 out UniGLTF.Extensions.VRMC_materials_mtoon.VRMC_materials_mtoon mtoon))
            {
                // Fallback to glTF, when MToon extension does not exist.
                matDesc = default;
                return(false);
            }

            // use material.name, because material name may renamed in GltfParser.
            matDesc = new MaterialDescriptor(m.name, MToon10Meta.UnityShaderName);

            foreach (var(key, (subAssetKey, value)) in Vrm10MToonTextureImporter.EnumerateAllTextures(data, m, mtoon))
            {
                matDesc.TextureSlots.Add(key, value);
            }

            foreach (var(key, value) in TryGetAllColors(m, mtoon))
            {
                matDesc.Colors.Add(key, value);
            }

            foreach (var(key, value) in TryGetAllFloats(m, mtoon))
            {
                matDesc.FloatValues.Add(key, value);
            }

            foreach (var(key, value) in TryGetAllFloatArrays(m, mtoon))
            {
                matDesc.Vectors.Add(key, value);
            }

            matDesc.Actions.Add(material =>
            {
                // Set hidden properties, keywords from float properties.
                new MToonValidator(material).Validate();
            });

            return(true);
        }