SetTexture() private method

private SetTexture ( int nameID, Texture texture ) : void
nameID int
texture Texture
return void
    public void SetNewMaterial()
    {
        Renderer _renderer = GetComponent<Renderer>();
        Material newMat = new Material(Shader.Find("Diffuse"));
        //Material newMat = new Material(renderer.sharedMaterial);

        bool baseMaterialHaveNormalMap = _renderer.sharedMaterial.GetTexture("_BumpMap");
        bool baseMaterialHaveCubeMap = _renderer.sharedMaterial.GetTexture("_Cube");

        newMat.SetTexture("_MainTex", _renderer.sharedMaterial.GetTexture("_MainTex"));
        newMat.SetTextureOffset("_MainTex", offset);
        newMat.SetTextureScale("_MainTex", scale);

        if (baseMaterialHaveNormalMap)
        {
            newMat.SetTexture("_BumpMap", _renderer.sharedMaterial.GetTexture("_BumpMap"));
            newMat.SetTextureOffset("_BumpMap", offset);
            newMat.SetTextureScale("_BumpMap", scale);
        }
        if (baseMaterialHaveCubeMap)
        {
            newMat.SetTexture("_Cube", _renderer.sharedMaterial.GetTexture("_Cube"));
            newMat.SetTextureScale("_Cube", scale);
            newMat.SetTextureOffset("_Cube", offset);
        }

        newMat.color = materialColor;

        _renderer.sharedMaterial = newMat;
    }
	private void GenerateWireframeMeshsAndMaterials() {
		foreach (MeshNMaterial subObj in subObjects) {
			//添加AmazingWireframeGenerator
			subObj.gameObject.AddComponent<TheAmazingWireframeGenerator>();
			for (int i = 0;i < subObj.originalMaterials.Length;i++) {
				Material wireframeNoTexMat = new Material(
					Shader.Find("VacuumShaders/The Amazing Wireframe/Unlit/NoTex"));
				wireframeNoTexMat.SetColor("_Color", subObj.originalMaterials[i].GetColor("_Color"));
				wireframeNoTexMat.EnableKeyword("V_WIRE_ANTIALIASING_ON");
				wireframeNoTexMat.EnableKeyword("V_WIRE_LIGHT_ON");
				subObj.wireframeNoTexMaterials[i] = wireframeNoTexMat;
				Material wireframeTexMat = new Material(
						Shader.Find("VacuumShaders/The Amazing Wireframe/Deferred/Bumped Specular"));
				wireframeTexMat.SetColor("_Color", subObj.originalMaterials[i].GetColor("_Color"));
				if (subObj.originalMaterials[i].HasProperty("_SpecColor"))
					wireframeTexMat.SetColor("_SpecColor", subObj.originalMaterials[i].GetColor("_SpecColor"));
				if (subObj.originalMaterials[i].HasProperty("_Shininess"))
					wireframeTexMat.SetFloat("_Shininess", subObj.originalMaterials[i].GetFloat("_Shininess"));
				wireframeTexMat.SetTexture("_MainTex", subObj.originalMaterials[i].GetTexture("_MainTex"));
				if (subObj.originalMaterials[i].HasProperty("_BumpMap"))
					wireframeTexMat.SetTexture("_BumpMap", subObj.originalMaterials[i].GetTexture("_BumpMap"));
				wireframeTexMat.EnableKeyword("V_WIRE_ANTIALIASING_ON");
				wireframeTexMat.EnableKeyword("V_WIRE_LIGHT_ON");
				subObj.wireframeTexMaterials[i] = wireframeTexMat;
			}
		}
	}
    Material OnAssignMaterialModel( Material material, Renderer renderer )
    {
        //Debug.Log( "Looking for material for " + renderer.name );
        string standardMatPath = "Assets/Models/" + renderer.name + "/Materials/" + material.name + ".mat";
        string standardMatDir = "Assets/Models/" + renderer.name + "/Materials/";
        string standardDiffusePath = "Assets/Models/" + renderer.name + "/Textures/" + renderer.name + "_diffuse.png";
        string standardNormalPath = "Assets/Models/" + renderer.name + "/Textures/" + renderer.name + "_normal.png";

        if( AssetDatabase.LoadAssetAtPath( standardMatPath, typeof( Material ) ) ) {
            //Debug.Log( "Found standard material" );
            return ( Material )AssetDatabase.LoadAssetAtPath( standardMatPath, typeof( Material ) );
        } else {
            //Debug.Log( "Couldn't find standard material, creating new material in " + standardMatPath );
            material.shader = Shader.Find( "Diffuse" );

            if( AssetDatabase.LoadAssetAtPath( standardDiffusePath, typeof( Texture2D ) ) ) {
                //Debug.Log( "Found associated diffuse texture for " + material.name );
                Texture defaultDiffuse = ( Texture2D )AssetDatabase.LoadAssetAtPath( standardDiffusePath, typeof( Texture2D ) );
                material.SetTexture( "Base", defaultDiffuse );
            }

            if( AssetDatabase.LoadAssetAtPath( standardNormalPath, typeof( Texture ) ) ) {
                //Debug.Log( "Found associated normal texture for " + material.name );
                Texture2D defaultNormal = ( Texture2D )AssetDatabase.LoadAssetAtPath( standardNormalPath, typeof( Texture2D ) );
                material.shader = Shader.Find( "Bumped Diffuse" );
                material.SetTexture( "Normalmap", defaultNormal );
            }

            Directory.CreateDirectory( standardMatDir );
            AssetDatabase.CreateAsset( material, standardMatPath );
            return material;
        }
    }
        private void AddOverlay(TextureSet mTexture, TextureSet dTexture, float altitude, float fadeDistance, float pqsfadeDistance)
        {
            Assembly assembly = Assembly.GetExecutingAssembly();
            string[] resources = assembly.GetManifestResourceNames();

            StreamReader shaderStreamReader = new StreamReader(assembly.GetManifestResourceStream("CityLights.Shaders.Compiled-SphereCityLights.shader"));

            Log("read stream");
            String shaderString = shaderStreamReader.ReadToEnd();
            Material lightMaterial = new Material(shaderString);
            Material pqsLightMaterial = new Material(shaderString);

            lightMaterial.SetTexture("_MainTex", mTexture.Texture);
            lightMaterial.SetTexture("_DetailTex", dTexture.Texture);
            lightMaterial.SetFloat("_DetailScale", dTexture.Scale);
            lightMaterial.SetVector("_DetailOffset", dTexture.Offset);
            lightMaterial.SetFloat("_FadeDist", fadeDistance);
            lightMaterial.SetFloat("_FadeScale", 1);

            pqsLightMaterial.SetTexture("_MainTex", mTexture.Texture);
            pqsLightMaterial.SetTexture("_DetailTex", dTexture.Texture);
            pqsLightMaterial.SetFloat("_DetailScale", dTexture.Scale);
            pqsLightMaterial.SetVector("_DetailOffset", dTexture.Offset);
            pqsLightMaterial.SetFloat("_FadeDist", pqsfadeDistance);
            pqsLightMaterial.SetFloat("_FadeScale", .02f);

            overlayList.Add(Overlay.GeneratePlanetOverlay("Kerbin", altitude, lightMaterial, pqsLightMaterial, mTexture.StartOffset, false, true));
        }
示例#5
0
文件: Sky.cs 项目: Togene/BeCalm
    void InitMaterial(Material mat)
    {
        mat.SetTexture("_Transmittance", m_transmittance);
        mat.SetTexture("_Inscatter", m_inscatter);

        mat.SetFloat("SUN_INTENSITY", m_sunIntensity);
        mat.SetVector("SUN_DIR", m_sun.transform.forward*-1.0f);

        //Dont change this
        mat.SetVector("EARTH_POS", new Vector3(0.0f, 6360010.0f, 0.0f));
    }
示例#6
0
 public static Material getFoodMat(int num)
 {
     Material ret;
     bool success = dicFoodMats.TryGetValue (num,out ret);
     if (!success) {
         ret = new Material(Shader.Find("SnakeXShader/Food"));
         ret.SetTexture("_MainTex", ResourceControl.getInstance().getTexture("body" + num));
         ret.SetTexture("_BlendTex", ResourceControl.getInstance().getTexture("foodBlender"));
         dicFoodMats.Add(num,ret);
     }
     return ret;
 }
示例#7
0
 private void Start()
 {
     Debug.Assert(_chargeSpeed > 0f);
     Material mat = new Material(Shader.Find(_shaderName));
     _citizenBodyRenderer.material = mat;
     _currThres = _bottomThres;
     mat.SetVector("_PlanePos", new Vector4(_planeHeight, 0, 0, 1));
     mat.SetVector("_PlaneNormal", new Vector4(-1, 0, 0, 0));
     mat.SetFloat("_ThresDist", _currThres);
     mat.SetTexture("_BeforeTex", VFXManager.Instance.RandomRiotTex());
     mat.SetTexture("_AfterTex", _afterTex);
 }
示例#8
0
	public Material CreateMaterial( string strShaderName, Texture tex)
	{
		Shader shader = Get( strShaderName);
		Material mtrl = new Material( shader);
		
		if( strShaderName.Equals( "newark_shader"))
			mtrl.SetTexture( "_maintex", tex);
		else
			mtrl.SetTexture( "_MainTex", tex);
		
		return mtrl;
	}
示例#9
0
        //        protected override void Start()
        public override void Start()
        {
            base.Start();

            m_initJacobiansMat=new Material(ShaderTool.GetMatFromShader2("CompiledInitJacobians.shader"));
            m_whiteCapsPrecomputeMat=new Material(ShaderTool.GetMatFromShader2("CompiledWhiteCapsPrecompute.shader"));

            m_initJacobiansMat.SetTexture("_Spectrum01", m_spectrum01);
            m_initJacobiansMat.SetTexture("_Spectrum23", m_spectrum23);
            m_initJacobiansMat.SetTexture("_WTable", m_WTable);
            m_initJacobiansMat.SetVector("_Offset", m_offset);
            m_initJacobiansMat.SetVector("_InverseGridSizes", m_inverseGridSizes);
        }
        public static Material createMaterial2(string colorTexturePath, string normalTexturePath, string specularTexturePath)
        {
            WWW loader;
            Material mat = new Material(Shader.Find("Bumped Diffuse"));

            loader = new WWW("file://" + colorTexturePath);
            mat.SetTexture("_MainTex", loader.texture);

            loader = new WWW("file://" + normalTexturePath);
            Texture2D normalTexture = NormalMap(loader.texture);
            mat.SetTexture("_BumpMap", normalTexture);
            mat.SetFloat("_BumpScale", 1.0f);
            return mat;
        }
    private static void CreateUIAtlasPrefab(Object ob)
    {
        string path = AssetDatabase.GetAssetPath(ob);
        if (string.IsNullOrEmpty(path) || !IsTextureFile(path))
        {
            Debug.LogError("未选中对象或者选择的对象不是图片");
            return;
        }

        if (Path.GetExtension(path) == ".png" && !path.Contains("_Alpha") && !path.Contains("_RGB"))
        {
            ShowProgress(path, 0.5f);

            #region 第一步:根据图片创建材质对象
            Material mat = new Material(Shader.Find("UI/UI_ETC"));
            mat.name = ob.name;
            AssetDatabase.CreateAsset(mat, path.Replace(".png", ".mat"));
            SetTextureReadable(path);

            SeperateRGBandAlphaChannel(path);

            TextureSetting(path, TextureImporterType.Default, TextureImporterFormat.ETC_RGB4, false);
            Texture2D _mainTex = AssetDatabase.LoadAssetAtPath(path.Replace(".png", "_RGB.png"), typeof(Texture2D)) as Texture2D;
            Texture2D _alphaTex = AssetDatabase.LoadAssetAtPath(path.Replace(".png", "_Alpha.png"), typeof(Texture2D)) as Texture2D;
            mat.SetTexture("_MainTex", _mainTex);
            mat.SetTexture("_AlphaTex", _alphaTex);
            #endregion

            GameObject go = null;
            UIAtlas uiAtlas = null;
            if ((go = AssetDatabase.LoadAssetAtPath(path.Replace(".png", ".prefab"), typeof(GameObject)) as GameObject) != null)
            {
                uiAtlas = SetAtlasInfo(go, path, mat);
            }
            else
            {
                go = new GameObject(ob.name);
                go.AddComponent<UIAtlas>();
                uiAtlas = SetAtlasInfo(go, path, mat);

                #region 第三步:创建预设
                CreatePrefab(go, ob.name, path);
                #endregion
            }
            AssetDatabase.SaveAssets();

            EditorUtility.ClearProgressBar();
        }
    }
示例#12
0
    private Material MakeMaterial()
    {
        Material newMaterial = new Material(Shader.Find("Standard"));
        newMaterial.SetFloat("_Mode", 1.0f);
        newMaterial.EnableKeyword("_ALPHATEST_ON");
        newMaterial.EnableKeyword("_NORMALMAP");
        newMaterial.SetTexture("_BumpMap", AssetDatabase.LoadAssetAtPath<Texture>("Assets/Sprites/Frogs/" + referencePath + "/Processed/" + referencePath.Replace(" ", "") + spriteName + "_NORMALS.png"));
        //newMaterial.SetTexture("_SpecGlossMap", AssetDatabase.LoadAssetAtPath<Texture>("Assets/Sprites/Frogs/" + referencePath + "/Processed/" + referencePath.Replace(" ", "") + spriteName + "_SPECULAR.png"));
        newMaterial.SetTexture("_ParallaxMap", AssetDatabase.LoadAssetAtPath<Texture>("Assets/Sprites/Frogs/" + referencePath + "/Processed/" + referencePath.Replace(" ", "") + spriteName + "_DEPTH.png"));
        newMaterial.SetTexture("_OcclusionMap", AssetDatabase.LoadAssetAtPath<Texture>("Assets/Sprites/Frogs/" + referencePath + "/Processed/" + referencePath.Replace(" ", "") + spriteName + "_OCCLUSION.png"));
        newMaterial.SetFloat("_Glossiness", 0);
        AssetDatabase.CreateAsset(newMaterial, "Assets/Sprites/Frogs/" + referencePath + "/" + referencePath.Replace(" ", "") + spriteName + ".mat");

        return AssetDatabase.LoadAssetAtPath<Material>("Assets/Sprites/Frogs/" + referencePath + "/" + referencePath.Replace(" ", "") + spriteName + ".mat");
    }
    void updateSprite(SpriteRenderer spriteRenderer, AlphaMaskScript mask)
    {
        Texture2D a = mask.clipTexture;
        Texture2D b = spriteRenderer.sprite.texture;
        float w1 = (float)a.width;
        float h1 = (float)a.height;
        float w2 = (float)b.width;
        float h2 = (float)b.height;
        float xScale = h1 / h2;
        float yScale = w1 / w2;
        float adjustScale = xScale > yScale ? yScale : xScale;
        xScale = xScale / adjustScale / mask.scale;
        yScale = yScale / adjustScale / mask.scale;
        float xOffset = mask.xOffsetPixel / w2;
        float yOffset = mask.yOffsetPixel / h2;

        var mat = new Material(Shader.Find("Unlit/AlphaMask"));
        mat.name = mask.ToName();
        mat.SetTexture("_ClipTex", mask.clipTexture);
        mat.SetFloat("_xScale", xScale);
        mat.SetFloat("_yScale", yScale);
        mat.SetFloat("_xOffset", xOffset);
        mat.SetFloat("_yOffset", yOffset);

        spriteRenderer.sharedMaterial = mat;

        Debug.Log(string.Format(
            "update alpha mask target={0}x{1} mask={2}x{3}",
            w1,
            h1,
            w2,
            h2
        ));
    }
示例#14
0
		void Start () {
			spotLight = spotRotater.GetComponent<Light>();
			pixels = new Color[resolution * resolution];

			// Generate color map.
			Texture2D colorMapTexture = new Texture2D(32, 1, TextureFormat.ARGB32, false);
			colorMapTexture.wrapMode = TextureWrapMode.Clamp;
			colorMapDiagram.Fill(pixels, 32, 1);
			colorMapTexture.SetPixels(pixels);
			colorMapTexture.Apply();
			
			terrainTexture = new Texture2D(resolution, resolution, TextureFormat.ARGB32, false);
			terrainTexture.wrapMode = TextureWrapMode.Repeat;
			terrainTexture.name = "Dynamic Terrain";
			terrainMesh.Generate(resolution);
			
			// Fetch materials, set textures, and read initial settings.
			terrainMaterial = terrainMesh.materials[0];
			waterMaterial = terrainMesh.materials[1];
			
			waterMaterial.mainTexture = terrainMaterial.mainTexture = terrainTexture;
			terrainMaterial.SetTexture("_ColorMap", colorMapTexture);
			
			morphValue = heightFieldDiagram.GetInputValue("Morph");
			octavesValue = heightFieldDiagram.GetInputValue("Octaves");
			persistenceValue = heightFieldDiagram.GetInputValue("Persistence");
			secondary = heightFieldDiagram.GetInputValue("Secondary");
		}
    static void Execute()
    {
        foreach (Object obj in Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets))
        {
            if (obj.name.Contains("@")) continue;
            if (!(obj is Texture2D)) continue;

            Texture2D tex = (Texture2D)obj;

            if (tex.name.ToLower().Contains("normal")) continue;
            if (!tex.name.ToLower().Contains(obj.name.ToLower())) continue;

            string texturePath = AssetRootPath(tex) + tex.name.ToLower() + ".mat";
            
             
            if (System.IO.File.Exists(texturePath))
            {
                System.IO.File.Delete(texturePath);
            }

            Debug.Log("Generating Material Asset : " + texturePath);

            string shader = "Transparent/Cutout/Diffuse";
            Material material = new Material(Shader.Find(shader));
            material.SetTexture("_MainTex", tex);

            AssetDatabase.CreateAsset(material, texturePath); //"Assets/Characters/male/Materials/"+tex.name.ToLower()+".mat");

            //AssetDatabase.Refresh();

            Debug.Log("Generate Material Asset Done.");
        }
    }
示例#16
0
	protected void SetGenericMaterialProperty(Material destination, string property_name, object value)
	{
		try{

			ShaderUtil.ShaderPropertyType type = GetPropertyType(destination, property_name);
			switch(type)
			{
			case ShaderUtil.ShaderPropertyType.Color:
				destination.SetColor(property_name, value.UnityBridgeObjectToColor());
				break;
			case ShaderUtil.ShaderPropertyType.Range:
			case ShaderUtil.ShaderPropertyType.Float:
				destination.SetFloat(property_name, value.UnityBridgeObjectToFloat());
				break;
			case ShaderUtil.ShaderPropertyType.Vector:
				destination.SetVector(property_name, value.UnityBridgeObjectToVector());
				break;
			case ShaderUtil.ShaderPropertyType.TexEnv:
				destination.SetTexture(property_name, TextureManager.Instance.ResolveMap( destination.name + "_" + property_name, value));
				break;
			default:
				Debug.Log("Unknown shader type " + type.ToString());
				break;
			}

		}
		catch(KeyNotFoundException e)
		{
			Debug.Log(e.Message);
		}
	}
示例#17
0
 // Use this for initialization
 protected virtual void Start()
 {
     mat = GetComponent<SpriteRenderer>().material;
     mat.SetTexture("_SecTex", BoardManager.instance.stars[/*UnityEngine.Random.Range(0, 5)*/5]);
     setInvisible();
     checkLight();
 }
    static int SetTexture(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Material), typeof(int), typeof(UnityEngine.Texture)))
            {
                UnityEngine.Material obj = (UnityEngine.Material)ToLua.ToObject(L, 1);
                int arg0 = (int)LuaDLL.lua_tonumber(L, 2);
                UnityEngine.Texture arg1 = (UnityEngine.Texture)ToLua.ToObject(L, 3);
                obj.SetTexture(arg0, arg1);
                return(0);
            }
            else if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Material), typeof(string), typeof(UnityEngine.Texture)))
            {
                UnityEngine.Material obj = (UnityEngine.Material)ToLua.ToObject(L, 1);
                string arg0 = ToLua.ToString(L, 2);
                UnityEngine.Texture arg1 = (UnityEngine.Texture)ToLua.ToObject(L, 3);
                obj.SetTexture(arg0, arg1);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Material.SetTexture"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
示例#19
0
//	static public void Blit(RenderTexture src, RenderTexture des, Material mat, Rect rect, int pass = 0, bool clear = true)
	static public void Blit(RenderTexture src, RenderTexture des, Material mat, Rect rect, int pass, bool clear)
    {
		//rect must have normalized coords, ie 0 - 1
		
		mat.SetTexture("_MainTex", src);
		
        RenderTexture oldRT = RenderTexture.active;
		
        Graphics.SetRenderTarget(des);

        if(clear) GL.Clear(true, true, Color.clear);

        GL.PushMatrix();
        GL.LoadOrtho();
		
		mat.SetPass(pass);

        GL.Begin(GL.QUADS);
        GL.TexCoord2(rect.x, rect.y); GL.Vertex3(rect.x, rect.y, 0.1f);
        GL.TexCoord2(rect.x+rect.width, rect.y); GL.Vertex3(rect.x+rect.width, rect.y, 0.1f);
        GL.TexCoord2(rect.x+rect.width, rect.y+rect.height); GL.Vertex3(rect.x+rect.width, rect.y+rect.height, 0.1f);
        GL.TexCoord2(rect.x, rect.y+rect.height); GL.Vertex3(rect.x, rect.y+rect.height, 0.1f);
        GL.End();

        GL.PopMatrix();

        RenderTexture.active = oldRT;
    }
示例#20
0
    void Start()
    {
        Application.targetFrameRate = 60;
        DontDestroyOnLoad(this.gameObject);

        Stage.Instantiate(5);
        Stage.inst.AddChild(new GRoot().displayObject);
        Stage.inst.camera.clearFlags = CameraClearFlags.Depth;
        Stage.inst.onKeyDown.Add(OnKeyDown);

        GRoot.inst.SetContentScaleFactor(1136, 640);

        UIPackage.AddPackage("UI/CustomMaterialDemo");

        _mainView = UIPackage.CreateObject("Demo", "Main").asCom;
        _mainView.SetSize(GRoot.inst.width, GRoot.inst.height);
        _mainView.AddRelation(GRoot.inst, RelationType.Size);
        GRoot.inst.AddChild(_mainView);

        _btn0 = _mainView.GetChild("b0").asButton;
        _btn0.icon = "k0";
        _time1 = 5;
        _mat0 = new Material(Shader.Find("Cooldown mask"));
        _mat0.SetFloat("_Progress", 0f);
        _mat0.SetTexture("_MaskTex", (Texture)Resources.Load("CooldownMask"));
        _btn0.GetChild("icon").asLoader.material = _mat0;

        _btn1 = _mainView.GetChild("b1").asButton;
        _btn1.icon = "k1";
        _time2 = 10;
        _mat1 = new Material(Shader.Find("Cooldown mask"));
        _mat1.SetFloat("_Progress", 0f);
        _mat1.SetTexture("_MaskTex", (Texture)Resources.Load("CooldownMask"));
        _btn1.GetChild("icon").asLoader.material = _mat1;
    }
        void CustomGraphicsBlit(RenderTexture source, RenderTexture dest, Material mat, int pass)
        {
            RenderTexture.active = dest;

            mat.SetTexture("_MainTex", source);

            GL.PushMatrix();
            GL.LoadOrtho();

            mat.SetPass (pass);

            GL.Begin (GL.QUADS);

            //This custom blit is needed as information about what corner verts relate to what frustum corners is needed
            //A index to the frustum corner is store in the z pos of vert

            GL.MultiTexCoord2(0, 0.0f, 0.0f);
            GL.Vertex3(0.0f, 0.0f, 3.0f); // BL

            GL.MultiTexCoord2(0, 1.0f, 0.0f);
            GL.Vertex3(1.0f, 0.0f, 2.0f); // BR

            GL.MultiTexCoord2(0, 1.0f, 1.0f);
            GL.Vertex3(1.0f, 1.0f, 1.0f); // TR

            GL.MultiTexCoord2(0, 0.0f, 1.0f);
            GL.Vertex3(0.0f, 1.0f, 0.0f); // TL

            GL.End();
            GL.PopMatrix();
        }
	void Start ()
	{
		thresDist = 80;

		gameObject.AddComponent<SphereCollider> ();
		transform.GetComponent<SphereCollider> ().radius = 1;
		gameObject.GetComponent<Collider> ().isTrigger = true;
		gameObject.AddComponent<MeshFilter> ();

		billMat = new Material (Shader.Find ("Unlit/Transparent"));
		billMat.SetTexture ("_MainTex", Resources.Load ("Textures/" + name.Substring (name.LastIndexOf ('B') + 1) + "Bill") as Texture);
        
		GetComponent<MeshFilter> ().mesh = BillBoardMesh (3, 3);
		GetComponent<MeshFilter> ().mesh.Optimize ();
		GetComponent<Renderer> ().material = billMat;

		scale = transform.localScale.x;

		objectCamDistance = (Camera.main.transform.position - transform.position).magnitude;
		thresCamDist = objectCamDistance - thresDist;
		if (objectCamDistance > thresDist) {
			//state = false;
			gameObject.GetComponent<Renderer> ().enabled = true;
			gameObject.GetComponent<Collider> ().enabled = true;
		} else if (objectCamDistance <= thresDist) {	
			gameObject.GetComponent<Renderer> ().enabled = false;
			gameObject.GetComponent<Collider> ().enabled = false;
		}
	}
    // Use this for initialization
    void Awake()
    {
        //Initalize render textures
        m_inputRenderTex = new RenderTexture(m_shadowSize, m_shadowSize, 0, RenderTextureFormat.ARGB32);
        m_middleRenderTex = new RenderTexture(m_shadowSize, 1, 0, RenderTextureFormat.ARGB32);

        //Initialize light material
        m_lightMaterial = new Material(Shader.Find("2DLighting/Deferred_Point_2"));
        m_lightMaterial.SetTexture("_DepthMap", m_middleRenderTex);
        m_lightMaterial.SetInt("_Penumbra", m_penumbra ? 1 : 0);
        m_lightMaterial.SetInt("_GradientFalloff", m_gradientFalloff ? 1 : 0);

        //Initialize phase one material
        phaseOneMaterial = new Material(Shader.Find("2DLighting/Deferred_Point_1"));
        phaseOneMaterial.SetFloat("_DistanceModifier", 0.001f);

        //Aquire camera component and initialize it
        m_camera = GetComponent<Camera>();
        m_camera.enabled = true;
        m_camera.targetTexture = m_inputRenderTex;

        //Create culling mask from given occluder layers
        int occluders = 0;
        for (int i = 0; i < m_occluderLayers.Count; i++)
        {
            occluders = occluders | (1 << LayerMask.NameToLayer(m_occluderLayers[i]));
        }
        m_camera.cullingMask = occluders;

        //Assign mesh material
        m_meshRenderer.material = m_lightMaterial;
    }
    public void CreateTextures()
    {
        if (texW == 0) texW = 1;//TODO rm
        if (texH == 0) texH = 1;
        if (texW == 0) throw new System.Exception("texW must be > 0");
        if (texH == 0) throw new System.Exception("texH must be > 0");
        texelSize = new Vector2(1f / texW, 1f / texH);
        maxTexelDistance = texelSize.magnitude;

        //Create textures
        texCur = new RenderTexture(texW, texH, 0, RenderTextureFormat.RFloat);
        texCur.enableRandomWrite = true;
        texCur.generateMips = false;
        texCur.Create();
        texDest = new RenderTexture(texW, texH, 0, RenderTextureFormat.RFloat);
        texDest.enableRandomWrite = true;
        texDest.generateMips = false;
        texCur.filterMode = FilterMode.Point;
        texDest.Create();

        //Clear textures
        Graphics.SetRenderTarget(texCur);
        GL.Clear(true, true, Color.white);
        Graphics.SetRenderTarget(texDest);
        GL.Clear(true, true, Color.white);
        Graphics.SetRenderTarget(null);

        //Instantiate material
        renderMaterial = new Material(visibilityOverlayMaterial);
        renderMaterial.SetTexture("_Mask", texCur);
    }
 static public int SetTexture(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (matchType(l, argc, 2, typeof(int), typeof(UnityEngine.Texture)))
         {
             UnityEngine.Material self = (UnityEngine.Material)checkSelf(l);
             System.Int32         a1;
             checkType(l, 2, out a1);
             UnityEngine.Texture a2;
             checkType(l, 3, out a2);
             self.SetTexture(a1, a2);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(string), typeof(UnityEngine.Texture)))
         {
             UnityEngine.Material self = (UnityEngine.Material)checkSelf(l);
             System.String        a1;
             checkType(l, 2, out a1);
             UnityEngine.Texture a2;
             checkType(l, 3, out a2);
             self.SetTexture(a1, a2);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#26
0
//	static public void Blit(RenderTexture src, RenderTexture des, Material mat, int pass = 0, bool clear = true)
	static public void Blit(RenderTexture src, RenderTexture des, Material mat, int pass, bool clear)
    {
		mat.SetTexture("_MainTex", src);
		
        RenderTexture oldRT = RenderTexture.active;
		
        Graphics.SetRenderTarget(des);

        if(clear) GL.Clear(true, true, Color.clear);

        GL.PushMatrix();
        GL.LoadOrtho();
		
		mat.SetPass(pass);

        GL.Begin(GL.QUADS);
		GL.TexCoord3(0.0f, 0.0f, 0.0f); GL.Vertex3(0.0f, 0.0f, 0.1f);
		GL.TexCoord3(1.0f, 0.0f, 0.0f); GL.Vertex3(1.0f, 0.0f, 0.1f);
		GL.TexCoord3(1.0f, 1.0f, 0.0f); GL.Vertex3(1.0f, 1.0f, 0.1f);
		GL.TexCoord3(0.0f, 1.0f, 0.0f); GL.Vertex3(0.0f, 1.0f, 0.1f);
        GL.End();

        GL.PopMatrix();

        RenderTexture.active = oldRT;
    }
示例#27
0
        static void CustomGraphicsBlit(RenderTexture source, RenderTexture dest, Material fxMaterial, int passNr)
        {
            RenderTexture.active = dest;

            fxMaterial.SetTexture ("_MainTex", source);

            GL.PushMatrix ();
            GL.LoadOrtho ();

            fxMaterial.SetPass (passNr);

            GL.Begin (GL.QUADS);

            GL.MultiTexCoord2 (0, 0.0f, 0.0f);
            GL.Vertex3 (0.0f, 0.0f, 3.0f); // BL

            GL.MultiTexCoord2 (0, 1.0f, 0.0f);
            GL.Vertex3 (1.0f, 0.0f, 2.0f); // BR

            GL.MultiTexCoord2 (0, 1.0f, 1.0f);
            GL.Vertex3 (1.0f, 1.0f, 1.0f); // TR

            GL.MultiTexCoord2 (0, 0.0f, 1.0f);
            GL.Vertex3 (0.0f, 1.0f, 0.0f); // TL

            GL.End ();
            GL.PopMatrix ();
        }
 protected override void UpdateMaterial()
 {
     Material material = new Material(base.GetCurrentSpriteDef().material);
     material.shader = Shader.Find(this.shaderName);
     material.SetTexture("_MaskTex", this.maskTexture);
     base.renderer.material = material;
 }
        public static Material createMaterial(FacadeSkin skin)
        {
            Material mat = new Material(Shader.Find("Standard (Specular setup)"));

            Texture2D colortex = getTexture(skin.colorTexturePath);
            Texture2D normaltex = getTexture(skin.normalTexturePath);
            Texture2D speculartex = getTexture(skin.specularTexturePath);

            mat.SetTexture("_MainTex", colortex);
            mat.SetTexture("_BumpMap", normaltex);
            mat.SetFloat("_BumpScale", 1.0f);
            mat.SetFloat("_Glossiness", 0.1f);
            mat.SetTexture("_SpecGlossMap", speculartex);

            return mat;
        }
示例#30
0
        void OnEnable()
        {
            foreach(Transform child in transform)
            {
                //Search for child Loading Background to get the mesh renderer for the background texture
                if(child.name == "Loading Background")
                {
                    m_MeshRenderer = child.GetComponent<MeshRenderer>();
                }
                if(child.name == "Loading Percent")
                {
                    m_LoadingText = child.GetComponent<TextMesh>();
                }
            }

            if(m_MeshRenderer == null)
            {
                Debug.LogError("Missing a gameobject with the name \'Loading Background\' and a \'MeshRenderer\' component.");
                gameObject.SetActive(false);
                return;
            }
            if(m_LoadingText == null)
            {
                Debug.LogError("Missing a gameobject with the name \'Loading Text\' and a \'TextMesh\' component.");
                gameObject.SetActive(false);
                return;
            }
            Material material = new Material(m_MeshRenderer.sharedMaterial);
            material.SetTexture("_MainTex", m_TextureToDisplay);
            m_MeshRenderer.material = material;
        }
	static void CustomGraphicsBlit(RenderTexture src, RenderTexture dst, Material mat, int pass) {
		RenderTexture.active = dst;
		
		mat.SetTexture("_MainTex", src);
		
		GL.PushMatrix();
		GL.LoadOrtho();
		
		mat.SetPass(pass);
		
		GL.Begin(GL.QUADS);
		
		GL.MultiTexCoord2(0, 0.0f, 0.0f);
		GL.Vertex3(0.0f, 0.0f, 3.0f); // BL
		
		GL.MultiTexCoord2(0, 1.0f, 0.0f);
		GL.Vertex3(1.0f, 0.0f, 2.0f); // BR
		
		GL.MultiTexCoord2(0, 1.0f, 1.0f);
		GL.Vertex3(1.0f, 1.0f, 1.0f); // TR
		
		GL.MultiTexCoord2(0, 0.0f, 1.0f);
		GL.Vertex3(0.0f, 1.0f, 0.0f); // TL
		
		GL.End();
		GL.PopMatrix();
	}
        /// <summary>
        /// Copy Shader properties from source to destination material.
        /// </summary>
        /// <param name="source"></param>
        /// <returns></returns>
        public static void CopyMaterialProperties(Material source, Material destination)
        {
            MaterialProperty[] source_prop = MaterialEditor.GetMaterialProperties(new Material[] { source });

            for (int i = 0; i < source_prop.Length; i++)
            {
                int property_ID = Shader.PropertyToID(source_prop[i].name);
                if (destination.HasProperty(property_ID))
                {
                    //Debug.Log(source_prop[i].name + "  Type:" + ShaderUtil.GetPropertyType(source.shader, i));
                    switch (ShaderUtil.GetPropertyType(source.shader, i))
                    {
                        case ShaderUtil.ShaderPropertyType.Color:
                            destination.SetColor(property_ID, source.GetColor(property_ID));                          
                            break;
                        case ShaderUtil.ShaderPropertyType.Float:
                            destination.SetFloat(property_ID, source.GetFloat(property_ID));
                            break;
                        case ShaderUtil.ShaderPropertyType.Range:
                            destination.SetFloat(property_ID, source.GetFloat(property_ID));
                            break;
                        case ShaderUtil.ShaderPropertyType.TexEnv:
                            destination.SetTexture(property_ID, source.GetTexture(property_ID));
                            break;
                        case ShaderUtil.ShaderPropertyType.Vector:
                            destination.SetVector(property_ID, source.GetVector(property_ID));
                            break;
                    }
                }
            }

        }
        public UnityEngine.Material CreateMaterial(PbrMaterial vpxMaterial, TableBehavior table, StringBuilder debug = null)
        {
            var unityMaterial = new UnityEngine.Material(GetShader())
            {
                name = vpxMaterial.Id
            };

            // apply some basic manipulations to the color. this just makes very
            // very white colors be clipped to 0.8204 aka 204/255 is 0.8
            // this is to give room to lighting values. so there is more modulation
            // of brighter colors when being lit without blow outs too soon.
            var col = vpxMaterial.Color.ToUnityColor();

            if (vpxMaterial.Color.IsGray() && col.grayscale > 0.8)
            {
                debug?.AppendLine("Color manipulation performed, brightness reduced.");
                col.r = col.g = col.b = 0.8f;
            }

            // alpha for color depending on blend mode
            ApplyBlendMode(unityMaterial, vpxMaterial.MapBlendMode);
            if (vpxMaterial.MapBlendMode == Engine.VPT.BlendMode.Translucent)
            {
                col.a = Mathf.Min(1, Mathf.Max(0, vpxMaterial.Opacity));
            }
            unityMaterial.SetColor(BaseColor, col);

            // validate IsMetal. if true, set the metallic value.
            // found VPX authors setting metallic as well as translucent at the
            // same time, which does not render correctly in unity so we have
            // to check if this value is true and also if opacity <= 1.
            if (vpxMaterial.IsMetal && (!vpxMaterial.IsOpacityActive || vpxMaterial.Opacity >= 1))
            {
                unityMaterial.SetFloat(Metallic, 1f);
                debug?.AppendLine("Metallic set to 1.");
            }

            // roughness / glossiness
            unityMaterial.SetFloat(Smoothness, vpxMaterial.Roughness);

            // map
            if (table != null && vpxMaterial.HasMap)
            {
                unityMaterial.SetTexture(BaseColorMap, table.GetTexture(vpxMaterial.Map.Name));
            }

            // normal map
            if (table != null && vpxMaterial.HasNormalMap)
            {
                unityMaterial.EnableKeyword("_NORMALMAP");
                unityMaterial.EnableKeyword("_NORMALMAP_TANGENT_SPACE");

                unityMaterial.SetInt(NormalMapSpace, 0);                 // 0 = TangentSpace, 1 = ObjectSpace
                unityMaterial.SetFloat(NormalScale, 0f);                 // TODO FIXME: setting the scale to 0 for now. anything above 0 makes the entire unity editor window become black which is more likely a unity bug

                unityMaterial.SetTexture(NormalMap, table.GetTexture(vpxMaterial.NormalMap.Name));
            }

            // GI hack. This is a necessary step, see respective code in BaseUnlitGUI.cs of the HDRP source
            SetupMainTexForAlphaTestGI(unityMaterial, "_BaseColorMap", "_BaseColor");

            return(unityMaterial);
        }
示例#34
0
        private void BuildMeshes(GameObject obj, List <int> LoD0Indices, Transform[] bones)
        {
            // Group Object
            GameObject meshesGroup = new GameObject("Meshes");

            meshesGroup.transform.SetParent(obj.transform);

            // Submeshes
            for (int sm = 0; sm < LoD0Indices.Count; sm++)
            {
                int index = LoD0Indices[sm];

                // Object
                GameObject submesh = new GameObject();
                submesh.name = data.model.submeshes[index].name;
                submesh.transform.SetParent(meshesGroup.transform);

                // Mesh
                Mesh m = new Mesh();
                m.SetVertices(data.model.submeshes[index].vertices);
                m.SetTriangles(data.model.submeshes[index].triangles, 0);
                m.SetNormals(data.model.submeshes[index].normals);
                m.SetTangents(data.model.submeshes[index].tangents);
                m.SetUVs(0, data.model.submeshes[index].uvs);
                SkinnedMeshRenderer meshRenderer = submesh.AddComponent <SkinnedMeshRenderer>();
                MeshFilter          meshFilter   = submesh.AddComponent <MeshFilter>();
                meshFilter.mesh = m;

                // weights
                m.boneWeights = data.model.submeshes[index].boneWeights;

                // bind poses
                Matrix4x4[] bindPoses = new Matrix4x4[bones.Length];
                for (int b = 0; b < bindPoses.Length; b++)
                {
                    bindPoses[b] = bones[b].worldToLocalMatrix * submesh.transform.localToWorldMatrix;
                }
                m.bindposes             = bindPoses;
                meshRenderer.bones      = bones;
                meshRenderer.sharedMesh = m;

                // Texture
                string folderPath   = Path.GetDirectoryName(filePath);
                string textureName_ = data.model.textures[data.model.materials[data.model.submeshes[index].id].texture];      // *sweat in RP*
                textureName_ = PathHelper.GetFileName(textureName_);
                textureName_ = textureName_.Remove(textureName_.Length - 12);

                string diffuseTexturePath  = folderPath + @"\" + textureName_ + "diffuse" + ".dds";
                string emissiveTexturePath = folderPath + @"\" + textureName_ + "emissive" + ".dds";
                string normalTexturePath   = folderPath + @"\" + textureName_ + "normal" + ".dds";
                string ormTexturePath      = folderPath + @"\" + textureName_ + "orm" + ".dds";
                // Material
                UnityEngine.Material mat = new UnityEngine.Material(defaultMaterial);

                if (File.Exists(diffuseTexturePath))
                {
                    Texture2D texture = DDS.ImportToTexture2D(diffuseTexturePath);
                    mat.SetTexture("_MainTex", texture);
                }
                if (File.Exists(emissiveTexturePath))
                {
                    mat.EnableKeyword("_EMISSION");
                    Texture2D texture = DDS.ImportToTexture2D(emissiveTexturePath);
                    mat.SetTexture("_EmissionMap", texture);
                }
                if (File.Exists(normalTexturePath))
                {
                    mat.EnableKeyword("_NORMALMAP");
                    Texture2D texture = DDS.ImportToTexture2D(normalTexturePath);
                    mat.SetTexture("_BumpMap", texture);
                }
                if (File.Exists(ormTexturePath))
                {
                    mat.EnableKeyword("_METALLICGLOSSMAP");
                    Texture2D texture = DDS.ImportToTexture2D(ormTexturePath);
                    //mat.SetTexture("_MetallicGlossMap", texture);
                    mat.SetTexture("_ORM", texture);
                }
                mat.SetFloat("_Glossiness", 0.44f);
                mat.SetFloat("_GlossMapScale", 0.44f);
                meshRenderer.material = mat;
            }
        }
示例#35
0
        protected virtual UnityEngine.Material CreateMaterial(Material def, bool useVertexColors)
        {
            if (def.ContentsWithVC == null || def.ContentsWithoutVC == null)
            {
                Shader shader;

                // get the shader to use for this material
                try
                {
                    if (def.PbrMetallicRoughness != null)
                    {
                        shader = _shaderCache[MaterialType.PbrMetallicRoughness];
                    }
                    else if (_root.ExtensionsUsed != null && _root.ExtensionsUsed.Contains("KHR_materials_common") &&
                             def.CommonConstant != null)
                    {
                        shader = _shaderCache[MaterialType.CommonConstant];
                    }
                    else
                    {
                        shader = _shaderCache[MaterialType.PbrMetallicRoughness];
                    }
                }
                catch (KeyNotFoundException e)
                {
                    Debug.LogWarningFormat("No shader supplied for type of glTF material {0}, using Standard fallback", def.Name);
                    shader = Shader.Find("Standard");
                }

                shader.maximumLOD = MaximumLod;

                var material = new UnityEngine.Material(shader);

                if (def.AlphaMode == AlphaMode.MASK)
                {
                    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.EnableKeyword("_ALPHATEST_ON");
                    material.DisableKeyword("_ALPHABLEND_ON");
                    material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                    material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
                    material.SetFloat("_Cutoff", (float)def.AlphaCutoff);
                }
                else if (def.AlphaMode == AlphaMode.BLEND)
                {
                    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 = (int)UnityEngine.Rendering.RenderQueue.Transparent;
                }
                else
                {
                    material.SetOverrideTag("RenderType", "Opaque");
                    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;
                }

                if (def.DoubleSided)
                {
                    material.SetInt("_Cull", (int)CullMode.Off);
                }
                else
                {
                    material.SetInt("_Cull", (int)CullMode.Back);
                }

                if (def.PbrMetallicRoughness != null)
                {
                    var pbr = def.PbrMetallicRoughness;

                    material.SetColor("_Color", pbr.BaseColorFactor);

                    if (pbr.BaseColorTexture != null)
                    {
                        var texture = pbr.BaseColorTexture.Index.Value;
                        material.SetTexture("_MainTex", CreateTexture(texture));
                    }

                    material.SetFloat("_Metallic", (float)pbr.MetallicFactor);

                    if (pbr.MetallicRoughnessTexture != null)
                    {
                        var texture = pbr.MetallicRoughnessTexture.Index.Value;
                        material.SetTexture("_MetallicRoughnessMap", CreateTexture(texture));
                    }

                    material.SetFloat("_Roughness", (float)pbr.RoughnessFactor);
                }

                if (def.CommonConstant != null)
                {
                    material.SetColor("_AmbientFactor", def.CommonConstant.AmbientFactor);

                    if (def.CommonConstant.LightmapTexture != null)
                    {
                        material.EnableKeyword("LIGHTMAP_ON");

                        var texture = def.CommonConstant.LightmapTexture.Index.Value;
                        material.SetTexture("_LightMap", CreateTexture(texture));
                        material.SetInt("_LightUV", def.CommonConstant.LightmapTexture.TexCoord);
                    }

                    material.SetColor("_LightFactor", def.CommonConstant.LightmapFactor);
                }

                if (def.NormalTexture != null)
                {
                    var texture = def.NormalTexture.Index.Value;
                    material.SetTexture("_BumpMap", CreateTexture(texture));
                    material.SetFloat("_BumpScale", (float)def.NormalTexture.Scale);
                }

                if (def.OcclusionTexture != null)
                {
                    var texture = def.OcclusionTexture.Index;

                    material.SetFloat("_OcclusionStrength", (float)def.OcclusionTexture.Strength);

                    if (def.PbrMetallicRoughness != null &&
                        def.PbrMetallicRoughness.MetallicRoughnessTexture != null &&
                        def.PbrMetallicRoughness.MetallicRoughnessTexture.Index.Id == texture.Id)
                    {
                        material.EnableKeyword("OCC_METAL_ROUGH_ON");
                    }
                    else
                    {
                        material.SetTexture("_OcclusionMap", CreateTexture(texture.Value));
                    }
                }

                if (def.EmissiveTexture != null)
                {
                    var texture = def.EmissiveTexture.Index.Value;
                    material.EnableKeyword("EMISSION_MAP_ON");
                    material.SetTexture("_EmissionMap", CreateTexture(texture));
                    material.SetInt("_EmissionUV", def.EmissiveTexture.TexCoord);
                }

                material.SetColor("_EmissionColor", def.EmissiveFactor);

                def.ContentsWithoutVC = material;
                def.ContentsWithVC    = new UnityEngine.Material(material);
                def.ContentsWithVC.EnableKeyword("VERTEX_COLOR_ON");
            }

            return(def.GetContents(useVertexColors));
        }
        protected virtual MaterialCacheData CreateMaterial(GLTF.Schema.Material def, int materialIndex)
        {
            MaterialCacheData materialWrapper = null;

            if (materialIndex < 0 || _assetCache.MaterialCache[materialIndex] == null)
            {
                Shader shader;

                // get the shader to use for this material
                try
                {
                    if (_root.ExtensionsUsed != null && _root.ExtensionsUsed.Contains("KHR_materials_pbrSpecularGlossiness"))
                    {
                        shader = _shaderCache[MaterialType.KHR_materials_pbrSpecularGlossiness];
                    }
                    else if (def.PbrMetallicRoughness != null)
                    {
                        shader = _shaderCache[MaterialType.PbrMetallicRoughness];
                    }
                    else if (_root.ExtensionsUsed != null && _root.ExtensionsUsed.Contains("KHR_materials_common") &&
                             def.CommonConstant != null)
                    {
                        shader = _shaderCache[MaterialType.CommonConstant];
                    }
                    else
                    {
                        shader = _shaderCache[MaterialType.PbrMetallicRoughness];
                    }
                }
                catch (KeyNotFoundException)
                {
                    Debug.LogWarningFormat("No shader supplied for type of glTF material {0}, using Standard fallback", def.Name);
                    shader = Shader.Find("Standard");
                }

                shader.maximumLOD = MaximumLod;

                var material = new UnityEngine.Material(shader);

                if (def.AlphaMode == AlphaMode.MASK)
                {
                    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.EnableKeyword("_ALPHATEST_ON");
                    material.DisableKeyword("_ALPHABLEND_ON");
                    material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                    material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
                    material.SetFloat("_Cutoff", (float)def.AlphaCutoff);
                }
                else if (def.AlphaMode == AlphaMode.BLEND)
                {
                    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 = (int)UnityEngine.Rendering.RenderQueue.Transparent;
                }
                else
                {
                    material.SetOverrideTag("RenderType", "Opaque");
                    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;
                }

                if (def.DoubleSided)
                {
                    material.SetInt("_Cull", (int)CullMode.Off);
                }
                else
                {
                    material.SetInt("_Cull", (int)CullMode.Back);
                }

                if (def.PbrMetallicRoughness != null)
                {
                    var pbr = def.PbrMetallicRoughness;

                    material.SetColor("_Color", pbr.BaseColorFactor.ToUnityColor());

                    if (pbr.BaseColorTexture != null)
                    {
                        var textureDef = pbr.BaseColorTexture.Index.Value;
                        material.SetTexture("_MainTex", CreateTexture(textureDef));

                        ApplyTextureTransform(pbr.BaseColorTexture, material, "_MainTex");
                    }

                    material.SetFloat("_Metallic", (float)pbr.MetallicFactor);

                    if (pbr.MetallicRoughnessTexture != null)
                    {
                        var texture = pbr.MetallicRoughnessTexture.Index.Value;
                        material.SetTexture("_MetallicRoughnessMap", CreateTexture(texture));

                        ApplyTextureTransform(pbr.MetallicRoughnessTexture, material, "_MetallicRoughnessMap");
                    }

                    material.SetFloat("_Roughness", (float)pbr.RoughnessFactor);
                }

                if (def.Extensions != null && def.Extensions.ContainsKey(KHR_materials_pbrSpecularGlossinessExtensionFactory.EXTENSION_NAME))
                {
                    KHR_materials_pbrSpecularGlossinessExtension specGloss = def.Extensions[KHR_materials_pbrSpecularGlossinessExtensionFactory.EXTENSION_NAME] as KHR_materials_pbrSpecularGlossinessExtension;

                    if (specGloss.DiffuseTexture != null)
                    {
                        var texture = specGloss.DiffuseTexture.Index.Value;
                        material.SetTexture("_MainTex", CreateTexture(texture));

                        ApplyTextureTransform(specGloss.DiffuseTexture, material, "_MainTex");
                    }
                    else
                    {
                        material.SetColor("_Color", specGloss.DiffuseFactor.ToUnityColor());
                    }

                    if (specGloss.SpecularGlossinessTexture != null)
                    {
                        var texture = specGloss.SpecularGlossinessTexture.Index.Value;
                        material.SetTexture("_SpecGlossMap", CreateTexture(texture));
                        material.EnableKeyword("_SPECGLOSSMAP");

                        ApplyTextureTransform(specGloss.SpecularGlossinessTexture, material, "_SpecGlossMap");
                    }
                    else
                    {
                        material.SetVector("_SpecColor", specGloss.SpecularFactor.ToUnityVector3());
                        material.SetFloat("_Glossiness", (float)specGloss.GlossinessFactor);
                    }
                }

                if (def.CommonConstant != null)
                {
                    material.SetColor("_AmbientFactor", def.CommonConstant.AmbientFactor.ToUnityColor());

                    if (def.CommonConstant.LightmapTexture != null)
                    {
                        material.EnableKeyword("LIGHTMAP_ON");

                        var texture = def.CommonConstant.LightmapTexture.Index.Value;
                        material.SetTexture("_LightMap", CreateTexture(texture));
                        material.SetInt("_LightUV", def.CommonConstant.LightmapTexture.TexCoord);

                        ApplyTextureTransform(def.CommonConstant.LightmapTexture, material, "_LightMap");
                    }

                    material.SetColor("_LightFactor", def.CommonConstant.LightmapFactor.ToUnityColor());
                }

                if (def.NormalTexture != null)
                {
                    var texture = def.NormalTexture.Index.Value;
                    material.SetTexture("_BumpMap", CreateTexture(texture));
                    material.SetFloat("_BumpScale", (float)def.NormalTexture.Scale);
                    material.EnableKeyword("_NORMALMAP");

                    ApplyTextureTransform(def.NormalTexture, material, "_BumpMap");
                }

                if (def.OcclusionTexture != null)
                {
                    var texture = def.OcclusionTexture.Index;

                    material.SetFloat("_OcclusionStrength", (float)def.OcclusionTexture.Strength);

                    if (def.PbrMetallicRoughness != null &&
                        def.PbrMetallicRoughness.MetallicRoughnessTexture != null &&
                        def.PbrMetallicRoughness.MetallicRoughnessTexture.Index.Id == texture.Id)
                    {
                        material.EnableKeyword("OCC_METAL_ROUGH_ON");
                    }
                    else
                    {
                        material.SetTexture("_OcclusionMap", CreateTexture(texture.Value));

                        ApplyTextureTransform(def.OcclusionTexture, material, "_OcclusionMap");
                    }
                }

                if (def.EmissiveTexture != null)
                {
                    var texture = def.EmissiveTexture.Index.Value;
                    material.EnableKeyword("EMISSION_MAP_ON");
                    material.EnableKeyword("_EMISSION");
                    material.SetTexture("_EmissionMap", CreateTexture(texture));
                    material.SetInt("_EmissionUV", def.EmissiveTexture.TexCoord);

                    ApplyTextureTransform(def.EmissiveTexture, material, "_EmissionMap");
                }

                material.SetColor("_EmissionColor", def.EmissiveFactor.ToUnityColor());

                materialWrapper = new MaterialCacheData
                {
                    UnityMaterial = material,
                    UnityMaterialWithVertexColor = new UnityEngine.Material(material),
                    GLTFMaterial = def
                };

                materialWrapper.UnityMaterialWithVertexColor.EnableKeyword("VERTEX_COLOR_ON");

                if (materialIndex > 0)
                {
                    _assetCache.MaterialCache[materialIndex] = materialWrapper;
                }
            }

            return(materialIndex > 0 ? _assetCache.MaterialCache[materialIndex] : materialWrapper);
        }
示例#37
0
        protected virtual void CreateUnityMaterial(GLTF.Schema.Material def, int materialIndex)
        {
            Extension specularGlossinessExtension = null;
            bool      isSpecularPBR = def.Extensions != null && def.Extensions.TryGetValue("KHR_materials_pbrSpecularGlossiness", out specularGlossinessExtension);

            Shader shader = isSpecularPBR ? Shader.Find("Standard (Specular setup)") : Shader.Find("Standard");

            var material = new UnityEngine.Material(shader);

            material.hideFlags = HideFlags.DontUnloadUnusedAsset;             // Avoid material to be deleted while being built
            material.name      = def.Name;

            //Transparency
            if (def.AlphaMode == AlphaMode.MASK)
            {
                GLTFUtils.SetupMaterialWithBlendMode(material, GLTFUtils.BlendMode.Cutout);
                material.SetFloat("_Mode", 1);
                material.SetFloat("_Cutoff", (float)def.AlphaCutoff);
            }
            else if (def.AlphaMode == AlphaMode.BLEND)
            {
                GLTFUtils.SetupMaterialWithBlendMode(material, GLTFUtils.BlendMode.Fade);
                material.SetFloat("_Mode", 3);
            }

            if (def.NormalTexture != null)
            {
                var       texture       = def.NormalTexture.Index.Id;
                Texture2D normalTexture = getTexture(texture) as Texture2D;

                //Automatically set it to normal map
                TextureImporter im = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(normalTexture)) as TextureImporter;
                im.textureType = TextureImporterType.NormalMap;
                im.SaveAndReimport();
                material.SetTexture("_BumpMap", getTexture(texture));
                material.SetFloat("_BumpScale", (float)def.NormalTexture.Scale);
            }

            if (def.EmissiveTexture != null)
            {
                material.EnableKeyword("EMISSION_MAP_ON");
                var texture = def.EmissiveTexture.Index.Id;
                material.SetTexture("_EmissionMap", getTexture(texture));
                material.SetInt("_EmissionUV", def.EmissiveTexture.TexCoord);
            }

            // PBR channels
            if (specularGlossinessExtension != null)
            {
                KHR_materials_pbrSpecularGlossinessExtension pbr = (KHR_materials_pbrSpecularGlossinessExtension)specularGlossinessExtension;
                material.SetColor("_Color", pbr.DiffuseFactor.ToUnityColor().gamma);
                if (pbr.DiffuseTexture != null)
                {
                    var texture = pbr.DiffuseTexture.Index.Id;
                    material.SetTexture("_MainTex", getTexture(texture));
                }

                if (pbr.SpecularGlossinessTexture != null)
                {
                    var texture = pbr.SpecularGlossinessTexture.Index.Id;
                    material.SetTexture("_SpecGlossMap", getTexture(texture));
                    material.SetFloat("_GlossMapScale", (float)pbr.GlossinessFactor);
                    material.SetFloat("_Glossiness", (float)pbr.GlossinessFactor);
                }
                else
                {
                    material.SetFloat("_Glossiness", (float)pbr.GlossinessFactor);
                }

                Vector3 specularVec3 = pbr.SpecularFactor.ToUnityVector3();
                material.SetColor("_SpecColor", new Color(specularVec3.x, specularVec3.y, specularVec3.z, 1.0f));

                if (def.OcclusionTexture != null)
                {
                    var texture = def.OcclusionTexture.Index.Id;
                    material.SetFloat("_OcclusionStrength", (float)def.OcclusionTexture.Strength);
                    material.SetTexture("_OcclusionMap", getTexture(texture));
                }

                GLTFUtils.SetMaterialKeywords(material, GLTFUtils.WorkflowMode.Specular);
            }
            else if (def.PbrMetallicRoughness != null)
            {
                var pbr = def.PbrMetallicRoughness;

                material.SetColor("_Color", pbr.BaseColorFactor.ToUnityColor().gamma);
                if (pbr.BaseColorTexture != null)
                {
                    var texture = pbr.BaseColorTexture.Index.Id;
                    material.SetTexture("_MainTex", getTexture(texture));
                }

                material.SetFloat("_Metallic", (float)pbr.MetallicFactor);
                material.SetFloat("_Glossiness", 1.0f - (float)pbr.RoughnessFactor);

                if (pbr.MetallicRoughnessTexture != null)
                {
                    var texture = pbr.MetallicRoughnessTexture.Index.Id;
                    UnityEngine.Texture2D inputTexture  = getTexture(texture) as Texture2D;
                    List <Texture2D>      splitTextures = splitMetalRoughTexture(inputTexture, def.OcclusionTexture != null, (float)pbr.MetallicFactor, (float)pbr.RoughnessFactor);
                    material.SetTexture("_MetallicGlossMap", splitTextures[0]);

                    if (def.OcclusionTexture != null)
                    {
                        material.SetFloat("_OcclusionStrength", (float)def.OcclusionTexture.Strength);
                        material.SetTexture("_OcclusionMap", splitTextures[1]);
                    }
                }

                GLTFUtils.SetMaterialKeywords(material, GLTFUtils.WorkflowMode.Metallic);
            }

            material.SetColor("_EmissionColor", def.EmissiveFactor.ToUnityColor().gamma);
            material = _assetManager.saveMaterial(material, materialIndex);
            _assetManager._parsedMaterials.Add(material);
            material.hideFlags = HideFlags.None;
        }
示例#38
0
        private UnityEngine.Material CreateMaterial(Material def, bool useVertexColors)
        {
            UnityEngine.Material material = new UnityEngine.Material(useVertexColors ? ColorMaterial : NoColorMaterial);

            material.shader.maximumLOD = MaximumLod;

            if (def.AlphaMode == AlphaMode.MASK)
            {
                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.EnableKeyword("_ALPHATEST_ON");
                material.DisableKeyword("_ALPHABLEND_ON");
                material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
                material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
                material.SetFloat("_Cutoff", (float)def.AlphaCutoff);
            }
            else if (def.AlphaMode == AlphaMode.BLEND)
            {
                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 = (int)UnityEngine.Rendering.RenderQueue.Transparent;
            }
            else
            {
                material.SetOverrideTag("RenderType", "Opaque");
                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;
            }

            if (def.DoubleSided)
            {
                material.SetInt("_Cull", (int)CullMode.Off);
            }
            else
            {
                material.SetInt("_Cull", (int)CullMode.Back);
            }

            if (useVertexColors)
            {
                material.EnableKeyword("VERTEX_COLOR_ON");
            }

            if (def.PbrMetallicRoughness != null)
            {
                var pbr = def.PbrMetallicRoughness;

                material.SetColor("_Color", pbr.BaseColorFactor);

                if (pbr.BaseColorTexture != null)
                {
                    var texture = pbr.BaseColorTexture.Index.Value;
                    material.SetTexture("_MainTex", _imageCache[texture.Source.Value]);
                }

                material.SetFloat("_Metallic", (float)pbr.MetallicFactor);

                if (pbr.MetallicRoughnessTexture != null)
                {
                    var texture = pbr.MetallicRoughnessTexture.Index.Value;
                    material.SetTexture("_MetallicRoughnessMap", _imageCache[texture.Source.Value]);
                }

                material.SetFloat("_Roughness", (float)pbr.RoughnessFactor);
            }

            if (def.CommonConstant != null)
            {
                material.SetColor("_AmbientFactor", def.CommonConstant.AmbientFactor);

                if (def.CommonConstant.LightmapTexture != null)
                {
                    material.EnableKeyword("LIGHTMAP_ON");

                    var texture = def.CommonConstant.LightmapTexture.Index.Value;
                    material.SetTexture("_LightMap", _imageCache[texture.Source.Value]);
                    material.SetInt("_LightUV", def.CommonConstant.LightmapTexture.TexCoord);
                }

                material.SetColor("_LightFactor", def.CommonConstant.LightmapFactor);
            }

            if (def.NormalTexture != null)
            {
                var texture = def.NormalTexture.Index.Value;
                material.EnableKeyword("_NORMALMAP");
                material.SetTexture("_BumpMap", _imageCache[texture.Source.Value]);
                material.SetFloat("_BumpScale", (float)def.NormalTexture.Scale);
            }
            else
            {
                material.SetTexture("_BumpMap", null);
                material.DisableKeyword("_NORMALMAP");
            }

            if (def.OcclusionTexture != null)
            {
                var texture = def.OcclusionTexture.Index;

                material.SetFloat("_OcclusionStrength", (float)def.OcclusionTexture.Strength);

                if (def.PbrMetallicRoughness != null &&
                    def.PbrMetallicRoughness.MetallicRoughnessTexture.Index.Id == texture.Id)
                {
                    material.EnableKeyword("OCC_METAL_ROUGH_ON");
                }
                else
                {
                    material.SetTexture("_OcclusionMap", _imageCache[texture.Value.Source.Value]);
                }
            }

            if (def.EmissiveTexture != null)
            {
                var texture = def.EmissiveTexture.Index.Value;
                material.EnableKeyword("_EMISSION");
                material.EnableKeyword("EMISSION_MAP_ON");
                material.SetTexture("_EmissionMap", _imageCache[texture.Source.Value]);
                material.SetInt("_EmissionUV", def.EmissiveTexture.TexCoord);
            }

            material.SetColor("_EmissionColor", def.EmissiveFactor);

            return(material);
        }
        public UnityMaterial GetUnityMaterial(string txdName)
        {
            if (loadedMaterial)
            {
                return(loadedMaterial);
            }

            using (new Timing("Creating Unity Material")) {
                loadedMaterial      = Object.Instantiate(ResourcesHelper.BaseMaterial.Value);
                loadedMaterial.name = string.Format("{0}/{1}", txdName, TextureName);

                if (Color != Color.white)
                {
                    loadedMaterial.SetColor(colorProp, Color);
                }
                if (Ambient < 1f)
                {
                    loadedMaterial.SetFloat(ambientProp, Ambient);
                }
                if (Diffuse < 1f)
                {
                    loadedMaterial.SetFloat(diffuseProp, Diffuse);
                }
                if (Specular < 1f)
                {
                    loadedMaterial.SetFloat(specularProp, Specular);
                }

                var texture = (Texture)null;
                var mask    = (Texture)null;

                if (Textured)
                {
                    var txds = Loader.TxdCollection;

                    if (txds.TextureNameOnly)
                    {
                        if (!string.IsNullOrEmpty(TextureName))
                        {
                            texture = txds[TextureName];
                        }
                        if (!string.IsNullOrEmpty(MaskName))
                        {
                            mask = txds[MaskName];
                        }
                    }
                    else
                    {
                        if (!string.IsNullOrEmpty(TextureName))
                        {
                            texture = txds[txdName, TextureName];
                        }
                        if (!string.IsNullOrEmpty(MaskName))
                        {
                            mask = txds[txdName, MaskName];
                        }
                    }

                    if (mask == Texture.GetMissingTexture())
                    {
                        mask = texture;
                    }

                    loadedMaterial.SetTexture(mainTexProp, texture);
                    loadedMaterial.SetTexture(maskTexProp, mask ?? texture);
                }

                return(loadedMaterial);
            }
        }
        public Material CreateMaterial(PbrMaterial vpxMaterial, ITextureProvider textureProvider, StringBuilder debug = null)
        {
            Material defaultMaterial = GetDefaultMaterial(vpxMaterial.MapBlendMode);

            var unityMaterial = new Material(GetShader(vpxMaterial));

            unityMaterial.CopyPropertiesFromMaterial(defaultMaterial);
            unityMaterial.name = vpxMaterial.Id;

            // apply some basic manipulations to the color. this just makes very
            // very white colors be clipped to 0.8204 aka 204/255 is 0.8
            // this is to give room to lighting values. so there is more modulation
            // of brighter colors when being lit without blow outs too soon.
            var col = vpxMaterial.Color.ToUnityColor();

            if (vpxMaterial.Color.IsGray() && col.grayscale > 0.8)
            {
                debug?.AppendLine("Color manipulation performed, brightness reduced.");
                col.r = col.g = col.b = 0.8f;
            }


            if (vpxMaterial.MapBlendMode == BlendMode.Translucent)
            {
                col.a = Mathf.Min(1, Mathf.Max(0, vpxMaterial.Opacity));
            }
            unityMaterial.SetColor(BaseColor, col);

            // validate IsMetal. if true, set the metallic value.
            // found VPX authors setting metallic as well as translucent at the
            // same time, which does not render correctly in unity so we have
            // to check if this value is true and also if opacity <= 1.
            float metallicValue = 0f;

            if (vpxMaterial.IsMetal && (!vpxMaterial.IsOpacityActive || vpxMaterial.Opacity >= 1))
            {
                metallicValue = 1f;
                debug?.AppendLine("Metallic set to 1.");
            }

            unityMaterial.SetFloat(Metallic, metallicValue);

            // roughness / glossiness
            SetSmoothness(unityMaterial, vpxMaterial.Roughness);

            // map
            if (vpxMaterial.HasMap)
            {
                unityMaterial.SetTexture(BaseMap, textureProvider.GetTexture(vpxMaterial.Map.Name));
            }

            // normal map
            if (vpxMaterial.HasNormalMap)
            {
                unityMaterial.EnableKeyword("_NORMALMAP");
                unityMaterial.EnableKeyword("_NORMALMAP_TANGENT_SPACE");

                unityMaterial.SetTexture(NormalMap, textureProvider.GetTexture(vpxMaterial.NormalMap.Name));
            }

            return(unityMaterial);
        }
示例#41
0
        private static UnityEngine.Material Convert(RenderWareStream.Material src, TextureDictionary[] txds, MaterialFlags flags)
        {
            LoadedTexture diffuse;
            LoadedTexture mask = null;

            var overrideAlpha = (flags & MaterialFlags.OverrideAlpha) == MaterialFlags.OverrideAlpha;
            var vehicle       = (flags & MaterialFlags.Vehicle) == MaterialFlags.Vehicle;

            if (!overrideAlpha && src.Colour.A != 255)
            {
                flags |= MaterialFlags.Alpha;
            }

            if (src.TextureCount > 0)
            {
                var tex = src.Textures[0];
                diffuse = txds.GetDiffuse(tex.TextureName);

                if (src.TextureCount > 1)
                {
                    Debug.LogFormat("Something has {0} textures!", src.TextureCount);
                }

                if (diffuse == null)
                {
                    Debug.LogWarningFormat("Unable to find texture {0}", tex.TextureName);
                }

                if (!string.IsNullOrEmpty(tex.MaskName))
                {
                    mask = txds.GetAlpha(tex.MaskName) ?? diffuse;
                }
                else if (vehicle)
                {
                    mask = diffuse;
                }

                if (!overrideAlpha && mask != null && mask.HasAlpha)
                {
                    flags |= MaterialFlags.Alpha;
                }
            }
            else
            {
                diffuse = WhiteTex;
            }

            var shader = GetShader(flags);
            var mat    = new UnityEngine.Material(shader);

            var clr = Types.Convert(src.Colour);

            if (vehicle)
            {
                var found = false;
                for (var i = 1; i < _sKeyColors.Length; ++i)
                {
                    var key = _sKeyColors[i];
                    if (key.r != clr.r || key.g != clr.g || key.b != clr.b)
                    {
                        continue;
                    }
                    mat.SetInt(CarColorIndexId, i);
                    found = true;
                    break;
                }

                if (found)
                {
                    mat.color = Color.white;
                }
                else
                {
                    mat.color = clr;
                }
            }
            else
            {
                mat.color = clr;
            }

            if (diffuse != null)
            {
                mat.SetTexture(MainTexId, diffuse.Texture);
            }
            if (mask != null)
            {
                mat.SetTexture(MaskTexId, mask.Texture);
            }

            mat.SetFloat(MetallicId, src.Specular);
            mat.SetFloat(SmoothnessId, src.Smoothness);

            return(mat);
        }