53 lines
1.3 KiB
C#

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