53 lines
1.3 KiB
C#
53 lines
1.3 KiB
C#
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using System;
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using UnityEngine;
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namespace UniGLTF
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{
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[Serializable]
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public class GltfExportSettings
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{
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public Axes InverseAxis = Axes.Z;
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/// <summary>
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/// https://github.com/vrm-c/UniVRM/issues/800
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///
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/// VertexBuffer を共有バッファ方式にする
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/// UniVRM-0.71.0 までの挙動
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/// </summary>
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public bool DivideVertexBuffer;
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/// <summary>
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/// MorphTarget に Sparse Accessor を使う
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/// </summary>
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public bool UseSparseAccessorForMorphTarget;
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/// <summary>
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/// MorphTarget を Position だけにする(normal とか捨てる)
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/// </summary>
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public bool ExportOnlyBlendShapePosition;
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/// <summary>
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/// tangent を出力する
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/// </summary>
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public bool ExportTangents
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#if GLTF_EXPORT_TANGENTS
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= true,
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#endif
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;
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/// <summary>
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/// Keep VertexColor
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/// </summary>
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public bool KeepVertexColor;
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/// <summary>
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/// https://github.com/vrm-c/UniVRM/issues/1582
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///
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/// Allowed hide flags for MeshFilters to be exported
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/// </summary>
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public HideFlags MeshFilterAllowedHideFlags = HideFlags.None;
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}
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}
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