Streamingle_URP/Assets/External/VRM/Runtime/IO/VRMMaterialDescriptorGenerator.cs

57 lines
1.6 KiB
C#

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<string, TextureDescriptor>(),
new Dictionary<string, float>(),
new Dictionary<string, Color>(),
new Dictionary<string, Vector4>(),
new Action<Material>[]{});
}
}
}