104 lines
3.5 KiB
C#
104 lines
3.5 KiB
C#
using System;
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using System.Collections.Generic;
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using UniGLTF;
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using UnityEngine;
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using VRMShaders;
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namespace VRM
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{
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public static class VRMMToonMaterialImporter
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{
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public static bool TryCreateParam(GltfData data, glTF_VRM_extensions vrm, int materialIdx,
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out MaterialDescriptor matDesc)
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{
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if (vrm?.materialProperties == null || vrm.materialProperties.Count == 0)
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{
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matDesc = default;
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return false;
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}
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if (materialIdx < 0 || materialIdx >= vrm.materialProperties.Count)
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{
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matDesc = default;
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return false;
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}
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var vrmMaterial = vrm.materialProperties[materialIdx];
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if (vrmMaterial.shader == glTF_VRM_Material.VRM_USE_GLTFSHADER)
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{
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// fallback to gltf
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matDesc = default;
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return false;
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}
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//
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// restore VRM material
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//
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// use material.name, because material name may renamed in GltfParser.
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var name = data.GLTF.materials[materialIdx].name;
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var textureSlots = new Dictionary<string, TextureDescriptor>();
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var floatValues = new Dictionary<string, float>();
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var colors = new Dictionary<string, Color>();
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var vectors = new Dictionary<string, Vector4>();
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var actions = new List<Action<Material>>();
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matDesc = new MaterialDescriptor(
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name,
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vrmMaterial.shader,
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vrmMaterial.renderQueue,
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textureSlots,
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floatValues,
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colors,
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vectors,
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actions);
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foreach (var kv in vrmMaterial.floatProperties)
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{
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floatValues.Add(kv.Key, kv.Value);
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}
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foreach (var kv in vrmMaterial.vectorProperties)
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{
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// vector4 exclude TextureOffsetScale
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if (vrmMaterial.textureProperties.ContainsKey(kv.Key)) continue;
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var v = new Vector4(kv.Value[0], kv.Value[1], kv.Value[2], kv.Value[3]);
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vectors.Add(kv.Key, v);
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}
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foreach (var kv in vrmMaterial.textureProperties)
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{
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if (VRMMToonTextureImporter.TryGetTextureFromMaterialProperty(data, vrmMaterial, kv.Key,
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out var texture))
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{
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textureSlots.Add(kv.Key, texture.Item2);
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}
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}
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foreach (var kv in vrmMaterial.keywordMap)
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{
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if (kv.Value)
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{
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actions.Add(material => material.EnableKeyword(kv.Key));
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}
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else
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{
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actions.Add(material => material.DisableKeyword(kv.Key));
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}
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}
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foreach (var kv in vrmMaterial.tagMap)
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{
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actions.Add(material => material.SetOverrideTag(kv.Key, kv.Value));
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}
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if (vrmMaterial.shader == MToon.Utils.ShaderName)
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{
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// TODO: Material拡張にMToonの項目が追加されたら旧バージョンのshaderPropから変換をかける
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// インポート時にUniVRMに含まれるMToonのバージョンに上書きする
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floatValues[MToon.Utils.PropVersion] = MToon.Utils.VersionNumber;
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}
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return true;
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}
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}
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} |