using System; using System.Collections.Generic; using UniGLTF; using UnityEngine; using VRMShaders; namespace VRM { public sealed class VRMUrpMaterialDescriptorGenerator : IMaterialDescriptorGenerator { readonly glTF_VRM_extensions m_vrm; public VRMUrpMaterialDescriptorGenerator(glTF_VRM_extensions vrm) { m_vrm = vrm; } public MaterialDescriptor Get(GltfData data, int i) { // mtoon URP "MToon" shader is not ready. import fallback to unlit // unlit "UniUnlit" work in URP if (GltfUnlitMaterialImporter.TryCreateParam(data, i, out var matDesc)) return matDesc; // pbr "Standard" to "Universal Render Pipeline/Lit" if (GltfPbrUrpMaterialImporter.TryCreateParam(data, i, out matDesc)) return matDesc; // fallback #if VRM_DEVELOP Debug.LogWarning($"material: {i} out of range. fallback"); #endif return new MaterialDescriptor( GltfMaterialDescriptorGenerator.GetMaterialName(i, null), GltfPbrMaterialImporter.ShaderName, null, new Dictionary(), new Dictionary(), new Dictionary(), new Dictionary(), new Action[]{}); } } }