using System; using System.Collections.Generic; using UniGLTF; using UnityEngine; using VRMShaders; namespace VRM { public sealed class VRMMaterialDescriptorGenerator : IMaterialDescriptorGenerator { readonly glTF_VRM_extensions m_vrm; public VRMMaterialDescriptorGenerator(glTF_VRM_extensions vrm) { m_vrm = vrm; } public MaterialDescriptor Get(GltfData data, int i) { // legacy "VRM/UnlitTransparentZWrite" if (VRMUnlitTransparentZWriteMaterialImporter.TryCreateParam(data, m_vrm, i, out var matDesc)) { return matDesc; } // mtoon if (VRMMToonMaterialImporter.TryCreateParam(data, m_vrm, i, out matDesc)) { return matDesc; } // unlit if (GltfUnlitMaterialImporter.TryCreateParam(data, i, out matDesc)) { return matDesc; } // pbr if (GltfPbrMaterialImporter.TryCreateParam(data, i, out matDesc)) { return matDesc; } // fallback Debug.LogWarning($"fallback"); return new MaterialDescriptor( GltfMaterialDescriptorGenerator.GetMaterialName(i, null), GltfPbrMaterialImporter.ShaderName, null, new Dictionary(), new Dictionary(), new Dictionary(), new Dictionary(), new Action[]{}); } } }