public static glTF_VCI_Material glTF_VCAST_vci_material_unity_Deserializevci_materials_ITEM(JsonNode parsed)
        {
            var value = new glTF_VCI_Material();

            foreach (var kv in parsed.ObjectItems())
            {
                var key = kv.Key.GetString();

                if (key == "name")
                {
                    value.name = kv.Value.GetString();
                    continue;
                }

                if (key == "shader")
                {
                    value.shader = kv.Value.GetString();
                    continue;
                }

                if (key == "renderQueue")
                {
                    value.renderQueue = kv.Value.GetInt32();
                    continue;
                }

                if (key == "floatProperties")
                {
                    value.floatProperties = glTF_VCAST_vci_material_unity_Deserializevci_materials__floatProperties(kv.Value);
                    continue;
                }

                if (key == "vectorProperties")
                {
                    value.vectorProperties = glTF_VCAST_vci_material_unity_Deserializevci_materials__vectorProperties(kv.Value);
                    continue;
                }

                if (key == "textureProperties")
                {
                    value.textureProperties = glTF_VCAST_vci_material_unity_Deserializevci_materials__textureProperties(kv.Value);
                    continue;
                }

                if (key == "keywordMap")
                {
                    value.keywordMap = glTF_VCAST_vci_material_unity_Deserializevci_materials__keywordMap(kv.Value);
                    continue;
                }

                if (key == "tagMap")
                {
                    value.tagMap = glTF_VCAST_vci_material_unity_Deserializevci_materials__tagMap(kv.Value);
                    continue;
                }
            }
            return(value);
        }
示例#2
0
        public static void Serialize_vci_materials_ITEM(JsonFormatter f, glTF_VCI_Material value)
        {
            f.BeginMap();


            if (!string.IsNullOrEmpty(value.name))
            {
                f.Key("name");
                f.Value(value.name);
            }

            if (!string.IsNullOrEmpty(value.shader))
            {
                f.Key("shader");
                f.Value(value.shader);
            }

            if (true)
            {
                f.Key("renderQueue");
                f.Value(value.renderQueue);
            }

            if (value.floatProperties != null)
            {
                f.Key("floatProperties");
                Serialize_vci_materials__floatProperties(f, value.floatProperties);
            }

            if (value.vectorProperties != null)
            {
                f.Key("vectorProperties");
                Serialize_vci_materials__vectorProperties(f, value.vectorProperties);
            }

            if (value.textureProperties != null)
            {
                f.Key("textureProperties");
                Serialize_vci_materials__textureProperties(f, value.textureProperties);
            }

            if (value.keywordMap != null)
            {
                f.Key("keywordMap");
                Serialize_vci_materials__keywordMap(f, value.keywordMap);
            }

            if (value.tagMap != null)
            {
                f.Key("tagMap");
                Serialize_vci_materials__tagMap(f, value.tagMap);
            }

            f.EndMap();
        }
示例#3
0
        public static glTF_VCI_Material CreateFromMaterial(Material m, List <Texture> textures)
        {
            var material = new glTF_VCI_Material
            {
                name        = m.name,
                shader      = m.shader.name,
                renderQueue = m.renderQueue,
            };

            if (!VRMExtensionShaders.Contains(m.shader.name))
            {
                material.shader = VRM_USE_GLTFSHADER;
                return(material);
            }

            var prop = PreShaderPropExporter.GetPropsForSupportedShader(m.shader.name);

            if (prop == null)
            {
                Debug.LogWarningFormat("Fail to export shader: {0}", m.shader.name);
            }
            else
            {
                foreach (var keyword in m.shaderKeywords)
                {
                    material.keywordMap.Add(keyword, m.IsKeywordEnabled(keyword));
                }

                // get properties
                //material.SetProp(prop);
                foreach (var kv in prop.Properties)
                {
                    switch (kv.ShaderPropertyType)
                    {
                    case ShaderPropertyType.Color:
                    {
                        var value = m.GetColor(kv.Key).ToArray();
                        material.vectorProperties.Add(kv.Key, value);
                    }
                    break;

                    case ShaderPropertyType.Range:
                    case ShaderPropertyType.Float:
                    {
                        var value = m.GetFloat(kv.Key);
                        material.floatProperties.Add(kv.Key, value);
                    }
                    break;

                    case ShaderPropertyType.TexEnv:
                    {
                        var texture = m.GetTexture(kv.Key);
                        if (texture != null)
                        {
                            var value = textures.IndexOf(texture);
                            if (value == -1)
                            {
                                Debug.LogFormat("not found {0}", texture.name);
                            }
                            else
                            {
                                material.textureProperties.Add(kv.Key, value);
                            }
                        }

                        // offset & scaling
                        var offset  = m.GetTextureOffset(kv.Key);
                        var scaling = m.GetTextureScale(kv.Key);
                        material.vectorProperties.Add(kv.Key,
                                                      new float[] { offset.x, offset.y, scaling.x, scaling.y });
                    }
                    break;

                    case ShaderPropertyType.Vector:
                    {
                        var value = m.GetVector(kv.Key).ToArray();
                        material.vectorProperties.Add(kv.Key, value);
                    }
                    break;

                    default:
                        throw new NotImplementedException();
                    }
                }
            }

            foreach (var tag in TAGS)
            {
                var value = m.GetTag(tag, false);
                if (!String.IsNullOrEmpty(value))
                {
                    material.tagMap.Add(tag, value);
                }
            }

            return(material);
        }