Merge pull request #2400 from Santarh/urpExport2

Implements exporting materials in URP
This commit is contained in:
ousttrue
2024-08-05 13:04:42 +09:00
committed by GitHub
17 changed files with 524 additions and 211 deletions

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@@ -0,0 +1,36 @@
using System;
using UnityEngine;
namespace UniGLTF
{
/// <summary>
/// フォールバック目的で最低限なにかをエクスポートする。
///
/// メインカラーとメインテクスチャをエクスポートする。
/// </summary>
public class UrpFallbackMaterialExporter
{
public glTFMaterial ExportMaterial(Material src, ITextureExporter textureExporter)
{
var dst = new glTFMaterial
{
name = src.name,
pbrMetallicRoughness = new glTFPbrMetallicRoughness(),
};
dst.pbrMetallicRoughness.baseColorFactor = src.color.ToFloat4(ColorSpace.sRGB, ColorSpace.Linear);
var index = textureExporter.RegisterExportingAsSRgb(src.mainTexture, false);
if (index >= 0)
{
dst.pbrMetallicRoughness.baseColorTexture = new glTFMaterialBaseColorTextureInfo
{
index = index,
texCoord = 0,
};
GltfMaterialExportUtils.ExportTextureTransform(src.mainTextureOffset, src.mainTextureScale, dst.pbrMetallicRoughness.baseColorTexture);
}
return dst;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c0269be076674f5988895ecd61b8d316
timeCreated: 1722612454

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@@ -7,18 +7,16 @@ namespace UniGLTF
{
public class UrpLitMaterialExporter
{
public string TargetShaderName { get; }
public Shader Shader { get; set; }
/// <summary>
/// "Universal Render Pipeline/Lit" シェーダのマテリアルをエクスポートする。
///
/// targetShaderName に、プロパティに互換性がある他のシェーダを指定することもできる。
/// プロパティに互換性がある他のシェーダを指定することもできる。
/// </summary>
public UrpLitMaterialExporter(string targetShaderName = null)
public UrpLitMaterialExporter(Shader shader = null)
{
TargetShaderName = string.IsNullOrEmpty(targetShaderName)
? "Universal Render Pipeline/Lit"
: targetShaderName;
Shader = shader != null ? shader : Shader.Find("Universal Render Pipeline/Lit");
}
public bool TryExportMaterial(Material src, ITextureExporter textureExporter, out glTFMaterial dst)
@@ -26,8 +24,8 @@ namespace UniGLTF
try
{
if (src == null) throw new ArgumentNullException(nameof(src));
if (src.shader.name != TargetShaderName) throw new ArgumentException(nameof(src));
if (textureExporter == null) throw new ArgumentNullException(nameof(textureExporter));
if (src.shader != Shader || Shader == null) throw new UniGLTFShaderNotMatchedInternalException(src.shader);
dst = new glTFMaterial
{
@@ -54,14 +52,20 @@ namespace UniGLTF
return true;
}
catch (Exception)
catch (UniGLTFShaderNotMatchedInternalException)
{
dst = default;
return false;
}
catch (Exception e)
{
Debug.LogException(e);
dst = default;
return false;
}
}
public static void ExportSurfaceSettings(UrpLitContext context, glTFMaterial dst, ITextureExporter textureExporter)
public static void ExportSurfaceSettings(UrpBaseShaderContext context, glTFMaterial dst, ITextureExporter textureExporter)
{
dst.alphaMode = (context.SurfaceType, context.IsAlphaClipEnabled) switch
{
@@ -75,7 +79,7 @@ namespace UniGLTF
dst.doubleSided = context.CullMode != CullMode.Back; // NOTE: cull front not supported in glTF
}
public static void ExportBaseColor(UrpLitContext context, glTFMaterial dst, ITextureExporter textureExporter)
public static void ExportBaseColor(UrpBaseShaderContext context, glTFMaterial dst, ITextureExporter textureExporter)
{
dst.pbrMetallicRoughness.baseColorFactor = context.BaseColorSrgb.ToFloat4(ColorSpace.sRGB, ColorSpace.Linear);
if (context.BaseTexture != null)
@@ -186,7 +190,7 @@ namespace UniGLTF
}
}
private static void ExportBaseTexTransform(UrpLitContext context, glTFTextureInfo dst)
private static void ExportBaseTexTransform(UrpBaseShaderContext context, glTFTextureInfo dst)
{
GltfMaterialExportUtils.ExportTextureTransform(
context.BaseTextureOffset,

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@@ -0,0 +1,79 @@
using System;
using UniGLTF.UniUnlit;
using UnityEngine;
namespace UniGLTF
{
public class UrpUniUnlitMaterialExporter
{
public Shader Shader { get; set; }
/// <summary>
/// "UniGLTF/UniUnlit" シェーダのマテリアルをエクスポートする。
///
/// プロパティに互換性がある他のシェーダを指定することもできる。
/// </summary>
public UrpUniUnlitMaterialExporter(Shader shader = null)
{
Shader = shader != null ? shader : Shader.Find("UniGLTF/UniUnlit");
}
public bool TryExportMaterial(Material src, ITextureExporter textureExporter, out glTFMaterial dst)
{
try
{
if (src == null) throw new ArgumentNullException(nameof(src));
if (textureExporter == null) throw new ArgumentNullException(nameof(textureExporter));
if (src.shader != Shader || Shader == null) throw new UniGLTFShaderNotMatchedInternalException(src.shader);
dst = glTF_KHR_materials_unlit.CreateDefault();
dst.name = src.name;
var context = new UniUnlitContext(src);
dst.alphaMode = context.RenderMode switch
{
UniUnlitRenderMode.Opaque => glTFBlendMode.OPAQUE.ToString(),
UniUnlitRenderMode.Cutout => glTFBlendMode.MASK.ToString(),
UniUnlitRenderMode.Transparent => glTFBlendMode.BLEND.ToString(),
_ => throw new ArgumentOutOfRangeException(),
};
dst.alphaCutoff = context.Cutoff;
dst.doubleSided = context.CullMode != UniUnlitCullMode.Back;
dst.pbrMetallicRoughness.baseColorFactor = context.MainColorSrgb
.ToFloat4(ColorSpace.sRGB, ColorSpace.Linear);
if (context.MainTexture != null)
{
var needsAlpha = context.RenderMode != UniUnlitRenderMode.Opaque;
var index = textureExporter.RegisterExportingAsSRgb(context.MainTexture, needsAlpha);
if (index >= 0)
{
dst.pbrMetallicRoughness.baseColorTexture = new glTFMaterialBaseColorTextureInfo
{
index = index,
texCoord = 0,
};
GltfMaterialExportUtils.ExportTextureTransform(
context.MainTextureOffset,
context.MainTextureScale,
dst.pbrMetallicRoughness.baseColorTexture);
}
}
return true;
}
catch (UniGLTFShaderNotMatchedInternalException)
{
dst = default;
return false;
}
catch (Exception e)
{
Debug.LogException(e);
dst = default;
return false;
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5b17f3928c684fc1a9beda10797b0e76
timeCreated: 1722613258

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@@ -0,0 +1,50 @@
using System;
using UnityEngine;
namespace UniGLTF
{
public class UrpUnlitMaterialExporter
{
public Shader Shader { get; set; }
/// <summary>
/// "Universal Render Pipeline/Unlit" シェーダのマテリアルをエクスポートする。
///
/// プロパティに互換性がある他のシェーダを指定することもできる。
/// </summary>
public UrpUnlitMaterialExporter(Shader shader = null)
{
Shader = shader != null ? shader : Shader.Find("Universal Render Pipeline/Unlit");
}
public bool TryExportMaterial(Material src, ITextureExporter textureExporter, out glTFMaterial dst)
{
try
{
if (src == null) throw new ArgumentNullException(nameof(src));
if (textureExporter == null) throw new ArgumentNullException(nameof(textureExporter));
if (src.shader != Shader || Shader == null) throw new UniGLTFShaderNotMatchedInternalException(src.shader);
dst = glTF_KHR_materials_unlit.CreateDefault();
dst.name = src.name;
var context = new UrpUnlitContext(src);
UrpLitMaterialExporter.ExportSurfaceSettings(context, dst, textureExporter);
UrpLitMaterialExporter.ExportBaseColor(context, dst, textureExporter);
return true;
}
catch (UniGLTFShaderNotMatchedInternalException)
{
dst = default;
return false;
}
catch (Exception e)
{
Debug.LogException(e);
dst = default;
return false;
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a90bb1e911744bbab916950324c70e52
timeCreated: 1722614768

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@@ -4,15 +4,19 @@ namespace UniGLTF
{
public class UrpGltfMaterialExporter : IMaterialExporter
{
private readonly UrpLitMaterialExporter _litExporter = new();
public UrpLitMaterialExporter UrpLitExporter { get; set; } = new();
public UrpUnlitMaterialExporter UrpUnlitExporter { get; set; } = new();
public UrpUniUnlitMaterialExporter UrpUniUnlitExporter { get; set; } = new();
public UrpFallbackMaterialExporter FallbackExporter { get; set; } = new();
public glTFMaterial ExportMaterial(Material m, ITextureExporter textureExporter, GltfExportSettings settings)
{
glTFMaterial dst;
if (UrpLitExporter.TryExportMaterial(m, textureExporter, out var dst)) return dst;
if (UrpUnlitExporter.TryExportMaterial(m, textureExporter, out dst)) return dst;
if (UrpUniUnlitExporter.TryExportMaterial(m, textureExporter, out dst)) return dst;
if (_litExporter.TryExportMaterial(m, textureExporter, out dst)) return dst;
return dst;
Debug.Log($"Material `{m.name}` fallbacks.");
return FallbackExporter.ExportMaterial(m, textureExporter);
}
}
}

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@@ -0,0 +1,163 @@
using UnityEngine;
using UnityEngine.Rendering;
namespace UniGLTF
{
public abstract class UrpBaseShaderContext
{
private static readonly int Surface = Shader.PropertyToID("_Surface");
private static readonly int AlphaClip = Shader.PropertyToID("_AlphaClip");
private static readonly int Blend = Shader.PropertyToID("_Blend");
private static readonly int Cull = Shader.PropertyToID("_Cull");
private static readonly int BaseColorProp = Shader.PropertyToID("_BaseColor");
private static readonly int BaseMap = Shader.PropertyToID("_BaseMap");
private static readonly int CutoffProp = Shader.PropertyToID("_Cutoff");
private static readonly int ZWrite = Shader.PropertyToID("_ZWrite");
private static readonly int SrcBlend = Shader.PropertyToID("_SrcBlend");
private static readonly int DstBlend = Shader.PropertyToID("_DstBlend");
private static readonly string SurfaceTypeTransparentKeyword = "_SURFACE_TYPE_TRANSPARENT";
private static readonly string AlphaTestOnKeyword = "_ALPHATEST_ON";
private static readonly string AlphaPremultiplyOnKeyword = "_ALPHAPREMULTIPLY_ON";
private static readonly string AlphaModulateOnKeyword = "_ALPHAMODULATE_ON";
protected UrpBaseShaderContext(Material material)
{
Material = material;
}
public Material Material { get; }
/// <summary>
/// これが有効な場合、Validate() 関数が呼ばれるべき場合でも自動的に呼ばれなくなります。
///
/// 処理最適化目的で使用できます。
/// </summary>
public bool UnsafeEditMode { get; set; } = false;
public UrpLitSurfaceType SurfaceType
{
get => (UrpLitSurfaceType)Material.GetFloat(Surface);
set
{
Material.SetFloat(Surface, (float)value);
if (!UnsafeEditMode) Validate();
}
}
public UrpLitBlendMode BlendMode
{
get => (UrpLitBlendMode)Material.GetFloat(Blend);
set
{
Material.SetFloat(Blend, (float)value);
if (!UnsafeEditMode) Validate();
}
}
public bool IsAlphaClipEnabled
{
get => Material.GetFloat(AlphaClip) >= 0.5f;
set
{
Material.SetFloat(AlphaClip, value ? 1.0f : 0.0f);
if (!UnsafeEditMode) Validate();
}
}
public CullMode CullMode
{
get => (CullMode)Material.GetFloat(Cull);
set
{
Material.SetFloat(Cull, (float)value);
Material.doubleSidedGI = value != CullMode.Back;
}
}
public Color BaseColorSrgb
{
get => Material.GetColor(BaseColorProp);
set => Material.SetColor(BaseColorProp, value);
}
public Texture BaseTexture
{
get => Material.GetTexture(BaseMap);
set => Material.SetTexture(BaseMap, value);
}
public Vector2 BaseTextureOffset
{
get => Material.GetTextureOffset(BaseMap);
set => Material.SetTextureOffset(BaseMap, value);
}
public Vector2 BaseTextureScale
{
get => Material.GetTextureScale(BaseMap);
set => Material.SetTextureScale(BaseMap, value);
}
public float Cutoff
{
get => Material.GetFloat(CutoffProp);
set => Material.SetFloat(CutoffProp, value);
}
public virtual void Validate()
{
// Surface Type
var surfaceType = (UrpLitSurfaceType)Material.GetFloat(Surface);
Material.SetKeyword(SurfaceTypeTransparentKeyword, surfaceType != UrpLitSurfaceType.Opaque);
// Alpha Clip
var alphaClip = Material.GetFloat(AlphaClip) >= 0.5f;
Material.SetKeyword(AlphaTestOnKeyword, alphaClip);
// Blend Mode
var blendMode = (UrpLitBlendMode)Material.GetFloat(Blend);
Material.SetKeyword(AlphaPremultiplyOnKeyword, blendMode == UrpLitBlendMode.Premultiply);
Material.SetKeyword(AlphaModulateOnKeyword, blendMode == UrpLitBlendMode.Additive);
// ZWrite
var zWrite = surfaceType == UrpLitSurfaceType.Opaque;
Material.SetFloat(ZWrite, zWrite ? 1.0f : 0.0f);
Material.SetShaderPassEnabled("DepthOnly", zWrite);
// Render Settings
Material.SetFloat(SrcBlend, (surfaceType, blendMode) switch
{
(UrpLitSurfaceType.Opaque, _) => (float)UnityEngine.Rendering.BlendMode.One,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Alpha) => (float)UnityEngine.Rendering.BlendMode.SrcAlpha,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Premultiply) => (float)UnityEngine.Rendering.BlendMode.One,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Additive) => (float)UnityEngine.Rendering.BlendMode.One,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Multiply) => (float)UnityEngine.Rendering.BlendMode.DstColor,
_ => (float)UnityEngine.Rendering.BlendMode.One,
});
Material.SetFloat(DstBlend, (surfaceType, blendMode) switch
{
(UrpLitSurfaceType.Opaque, _) => (float)UnityEngine.Rendering.BlendMode.Zero,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Alpha) => (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Premultiply) => (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Additive) => (float)UnityEngine.Rendering.BlendMode.One,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Multiply) => (float)UnityEngine.Rendering.BlendMode.Zero,
_ => (float) UnityEngine.Rendering.BlendMode.Zero,
});
Material.SetOverrideTag("RenderType", (surfaceType, alphaClip) switch
{
(UrpLitSurfaceType.Opaque, false) => "Opaque",
(UrpLitSurfaceType.Opaque, true) => "TransparentCutout",
(UrpLitSurfaceType.Transparent, _) => "Transparent",
_ => "Opaque",
});
Material.renderQueue = (surfaceType, alphaClip) switch
{
(UrpLitSurfaceType.Opaque, false) => (int)RenderQueue.Geometry,
(UrpLitSurfaceType.Opaque, true) => (int)RenderQueue.AlphaTest,
(UrpLitSurfaceType.Transparent, _) => (int)RenderQueue.Transparent,
_ => Material.shader.renderQueue,
};
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a0a218f533e64925a87626ce8129f264
timeCreated: 1722615731

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@@ -15,22 +15,13 @@ namespace UniGLTF
/// - Environment Reflections Toggle
/// - Sorting Priority
/// </summary>
public class UrpLitContext
public class UrpLitContext : UrpBaseShaderContext
{
private readonly Material _mat;
private static readonly int WorkflowMode = Shader.PropertyToID("_WorkflowMode");
private static readonly int Surface = Shader.PropertyToID("_Surface");
private static readonly int AlphaClip = Shader.PropertyToID("_AlphaClip");
private static readonly int Blend = Shader.PropertyToID("_Blend");
private static readonly int Cull = Shader.PropertyToID("_Cull");
private static readonly int BaseColorProp = Shader.PropertyToID("_BaseColor");
private static readonly int BaseMap = Shader.PropertyToID("_BaseMap");
private static readonly int EmissionColor = Shader.PropertyToID("_EmissionColor");
private static readonly int EmissionMap = Shader.PropertyToID("_EmissionMap");
private static readonly int OcclusionMap = Shader.PropertyToID("_OcclusionMap");
private static readonly int ParallaxMap = Shader.PropertyToID("_ParallaxMap");
private static readonly int CutoffProp = Shader.PropertyToID("_Cutoff");
private static readonly int SmoothnessProp = Shader.PropertyToID("_Smoothness");
private static readonly int SmoothnessTextureChannelProp = Shader.PropertyToID("_SmoothnessTextureChannel");
private static readonly int MetallicProp = Shader.PropertyToID("_Metallic");
@@ -39,131 +30,45 @@ namespace UniGLTF
private static readonly int SpecGlossMapProp = Shader.PropertyToID("_SpecGlossMap");
private static readonly int BumpScaleProp = Shader.PropertyToID("_BumpScale");
private static readonly int BumpMapProp = Shader.PropertyToID("_BumpMap");
private static readonly int ZWrite = Shader.PropertyToID("_ZWrite");
private static readonly int SrcBlend = Shader.PropertyToID("_SrcBlend");
private static readonly int DstBlend = Shader.PropertyToID("_DstBlend");
private static readonly string SpecularSetupKeyword = "_SPECULAR_SETUP";
private static readonly string MetallicSpecGlossMapKeyword = "_METALLICSPECGLOSSMAP";
private static readonly string SurfaceTypeTransparentKeyword = "_SURFACE_TYPE_TRANSPARENT";
private static readonly string SmoothnessTextureAlbedoChannelAKeyword = "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A";
private static readonly string NormalMapKeyword = "_NORMALMAP";
private static readonly string EmissionKeyword = "_EMISSION";
private static readonly string OcclusionMapKeyword = "_OCCLUSIONMAP";
private static readonly string ParallaxMapKeyword = "_PARALLAXMAP";
private static readonly string AlphaTestOnKeyword = "_ALPHATEST_ON";
private static readonly string AlphaPremultiplyOnKeyword = "_ALPHAPREMULTIPLY_ON";
private static readonly string AlphaModulateOnKeyword = "_ALPHAMODULATE_ON";
private static readonly int OcclusionStrengthProp = Shader.PropertyToID("_OcclusionStrength");
private static readonly int ParallaxProp = Shader.PropertyToID("_Parallax");
public UrpLitContext(Material material)
public UrpLitContext(Material material) : base(material)
{
_mat = material;
}
public Material Material => _mat;
/// <summary>
/// これが有効な場合、Validate() 関数が呼ばれるべき場合でも自動的に呼ばれなくなります。
///
/// 処理最適化目的で使用できます。
/// </summary>
public bool UnsafeEditMode { get; set; } = false;
public UrpLitWorkflowType WorkflowType
{
get => (UrpLitWorkflowType)_mat.GetFloat(WorkflowMode);
get => (UrpLitWorkflowType)Material.GetFloat(WorkflowMode);
set
{
_mat.SetFloat(WorkflowMode, (float)value);
Material.SetFloat(WorkflowMode, (float)value);
if (!UnsafeEditMode) Validate();
}
}
public UrpLitSurfaceType SurfaceType
{
get => (UrpLitSurfaceType)_mat.GetFloat(Surface);
set
{
_mat.SetFloat(Surface, (float)value);
if (!UnsafeEditMode) Validate();
}
}
public UrpLitBlendMode BlendMode
{
get => (UrpLitBlendMode)_mat.GetFloat(Blend);
set
{
_mat.SetFloat(Blend, (float)value);
if (!UnsafeEditMode) Validate();
}
}
public bool IsAlphaClipEnabled
{
get => _mat.GetFloat(AlphaClip) >= 0.5f;
set
{
_mat.SetFloat(AlphaClip, value ? 1.0f : 0.0f);
if (!UnsafeEditMode) Validate();
}
}
public CullMode CullMode
{
get => (CullMode)_mat.GetFloat(Cull);
set
{
_mat.SetFloat(Cull, (float)value);
_mat.doubleSidedGI = value != CullMode.Back;
}
}
public Color BaseColorSrgb
{
get => _mat.GetColor(BaseColorProp);
set => _mat.SetColor(BaseColorProp, value);
}
public Texture BaseTexture
{
get => _mat.GetTexture(BaseMap);
set => _mat.SetTexture(BaseMap, value);
}
public Vector2 BaseTextureOffset
{
get => _mat.GetTextureOffset(BaseMap);
set => _mat.SetTextureOffset(BaseMap, value);
}
public Vector2 BaseTextureScale
{
get => _mat.GetTextureScale(BaseMap);
set => _mat.SetTextureScale(BaseMap, value);
}
public float Cutoff
{
get => _mat.GetFloat(CutoffProp);
set => _mat.SetFloat(CutoffProp, value);
}
public float Smoothness
{
get => _mat.GetFloat(SmoothnessProp);
set => _mat.SetFloat(SmoothnessProp, value);
get => Material.GetFloat(SmoothnessProp);
set => Material.SetFloat(SmoothnessProp, value);
}
public UrpLitSmoothnessMapChannel SmoothnessTextureChannel
{
// NOTE: Float Prop 以外に条件があるので、Keyword から読み取った方が確実
get => _mat.IsKeywordEnabled(SmoothnessTextureAlbedoChannelAKeyword) ? UrpLitSmoothnessMapChannel.AlbedoAlpha : UrpLitSmoothnessMapChannel.SpecularMetallicAlpha;
get => Material.IsKeywordEnabled(SmoothnessTextureAlbedoChannelAKeyword) ? UrpLitSmoothnessMapChannel.AlbedoAlpha : UrpLitSmoothnessMapChannel.SpecularMetallicAlpha;
set
{
_mat.SetFloat(SmoothnessTextureChannelProp, (float)value);
Material.SetFloat(SmoothnessTextureChannelProp, (float)value);
if (!UnsafeEditMode) Validate();
}
}
@@ -171,179 +76,129 @@ namespace UniGLTF
public float Metallic
{
// NOTE: Metallic ワークフロー専用
get => _mat.GetFloat(MetallicProp);
set => _mat.SetFloat(MetallicProp, value);
get => Material.GetFloat(MetallicProp);
set => Material.SetFloat(MetallicProp, value);
}
public Texture MetallicGlossMap
{
// NOTE: Metallic ワークフロー専用
get => _mat.GetTexture(MetallicGlossMapProp);
set => _mat.SetTexture(MetallicGlossMapProp, value);
get => Material.GetTexture(MetallicGlossMapProp);
set => Material.SetTexture(MetallicGlossMapProp, value);
}
public Color SpecColorSrgb
{
// NOTE: Specular ワークフロー専用
get => _mat.GetColor(SpecColorProp);
set => _mat.SetColor(SpecColorProp, value);
get => Material.GetColor(SpecColorProp);
set => Material.SetColor(SpecColorProp, value);
}
public Texture SpecGlossMap
{
// NOTE: Specular ワークフロー専用
get => _mat.GetTexture(SpecGlossMapProp);
set => _mat.SetTexture(SpecGlossMapProp, value);
get => Material.GetTexture(SpecGlossMapProp);
set => Material.SetTexture(SpecGlossMapProp, value);
}
public float BumpScale
{
get => _mat.GetFloat(BumpScaleProp);
set => _mat.SetFloat(BumpScaleProp, value);
get => Material.GetFloat(BumpScaleProp);
set => Material.SetFloat(BumpScaleProp, value);
}
public Texture BumpMap
{
get => _mat.GetTexture(BumpMapProp);
get => Material.GetTexture(BumpMapProp);
set
{
_mat.SetTexture(BumpMapProp, value);
_mat.SetKeyword(NormalMapKeyword, value != null);
Material.SetTexture(BumpMapProp, value);
Material.SetKeyword(NormalMapKeyword, value != null);
}
}
public bool IsEmissionEnabled
{
get => _mat.IsKeywordEnabled(EmissionKeyword);
get => Material.IsKeywordEnabled(EmissionKeyword);
set
{
_mat.SetKeyword(EmissionKeyword, value);
Material.SetKeyword(EmissionKeyword, value);
if (value)
{
_mat.globalIlluminationFlags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
Material.globalIlluminationFlags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
}
else
{
_mat.globalIlluminationFlags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
Material.globalIlluminationFlags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
}
}
}
public Color EmissionColorLinear
{
get => _mat.GetColor(EmissionColor);
set => _mat.SetColor(EmissionColor, value);
get => Material.GetColor(EmissionColor);
set => Material.SetColor(EmissionColor, value);
}
public Texture EmissionTexture
{
get => _mat.GetTexture(EmissionMap);
set => _mat.SetTexture(EmissionMap, value);
get => Material.GetTexture(EmissionMap);
set => Material.SetTexture(EmissionMap, value);
}
public float OcclusionStrength
{
get => _mat.GetFloat(OcclusionStrengthProp);
set => _mat.SetFloat(OcclusionStrengthProp, value);
get => Material.GetFloat(OcclusionStrengthProp);
set => Material.SetFloat(OcclusionStrengthProp, value);
}
public Texture OcclusionTexture
{
get => _mat.GetTexture(OcclusionMap);
get => Material.GetTexture(OcclusionMap);
set
{
_mat.SetTexture(OcclusionMap, value);
_mat.SetKeyword(OcclusionMapKeyword, value != null);
Material.SetTexture(OcclusionMap, value);
Material.SetKeyword(OcclusionMapKeyword, value != null);
}
}
public float Parallax
{
get => _mat.GetFloat(ParallaxProp);
set => _mat.SetFloat(ParallaxProp, value);
get => Material.GetFloat(ParallaxProp);
set => Material.SetFloat(ParallaxProp, value);
}
public Texture ParallaxTexture
{
get => _mat.GetTexture(ParallaxMap);
get => Material.GetTexture(ParallaxMap);
set
{
_mat.SetTexture(ParallaxMap, value);
_mat.SetKeyword(ParallaxMapKeyword, value != null);
Material.SetTexture(ParallaxMap, value);
Material.SetKeyword(ParallaxMapKeyword, value != null);
}
}
/// <summary>
/// 複数のプロパティに関連して設定されるキーワードやプロパティなどを更新する
/// </summary>
public void Validate()
public override void Validate()
{
base.Validate();
// Workflow
var workflowType = (UrpLitWorkflowType)_mat.GetFloat(WorkflowMode);
var workflowType = (UrpLitWorkflowType)Material.GetFloat(WorkflowMode);
var isSpecularSetup = workflowType == UrpLitWorkflowType.Specular;
_mat.SetKeyword(SpecularSetupKeyword, isSpecularSetup);
Material.SetKeyword(SpecularSetupKeyword, isSpecularSetup);
// GlossMap
var glossMapName = isSpecularSetup ? SpecGlossMapProp : MetallicGlossMapProp;
var hasGlossMap = _mat.GetTexture(glossMapName) != null;
_mat.SetKeyword(MetallicSpecGlossMapKeyword, hasGlossMap);
// Surface Type
var surfaceType = (UrpLitSurfaceType)_mat.GetFloat(Surface);
_mat.SetKeyword(SurfaceTypeTransparentKeyword, surfaceType != UrpLitSurfaceType.Opaque);
var hasGlossMap = Material.GetTexture(glossMapName) != null;
Material.SetKeyword(MetallicSpecGlossMapKeyword, hasGlossMap);
// SmoothnessTextureChannel
var isOpaque = surfaceType == UrpLitSurfaceType.Opaque;
var smoothnessMapChannel = (UrpLitSmoothnessMapChannel)_mat.GetFloat(SmoothnessTextureChannelProp);
_mat.SetKeyword(SmoothnessTextureAlbedoChannelAKeyword, isOpaque && smoothnessMapChannel == UrpLitSmoothnessMapChannel.AlbedoAlpha);
// Alpha Clip
var alphaClip = _mat.GetFloat(AlphaClip) >= 0.5f;
_mat.SetKeyword(AlphaTestOnKeyword, alphaClip);
// Blend Mode
var blendMode = (UrpLitBlendMode)_mat.GetFloat(Blend);
_mat.SetKeyword(AlphaPremultiplyOnKeyword, blendMode == UrpLitBlendMode.Premultiply);
_mat.SetKeyword(AlphaModulateOnKeyword, blendMode == UrpLitBlendMode.Additive);
// ZWrite
var zWrite = surfaceType == UrpLitSurfaceType.Opaque;
_mat.SetFloat(ZWrite, zWrite ? 1.0f : 0.0f);
_mat.SetShaderPassEnabled("DepthOnly", zWrite);
// Render Settings
_mat.SetFloat(SrcBlend, (surfaceType, blendMode) switch
{
(UrpLitSurfaceType.Opaque, _) => (float)UnityEngine.Rendering.BlendMode.One,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Alpha) => (float)UnityEngine.Rendering.BlendMode.SrcAlpha,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Premultiply) => (float)UnityEngine.Rendering.BlendMode.One,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Additive) => (float)UnityEngine.Rendering.BlendMode.One,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Multiply) => (float)UnityEngine.Rendering.BlendMode.DstColor,
_ => (float)UnityEngine.Rendering.BlendMode.One,
});
_mat.SetFloat(DstBlend, (surfaceType, blendMode) switch
{
(UrpLitSurfaceType.Opaque, _) => (float)UnityEngine.Rendering.BlendMode.Zero,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Alpha) => (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Premultiply) => (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Additive) => (float)UnityEngine.Rendering.BlendMode.One,
(UrpLitSurfaceType.Transparent, UrpLitBlendMode.Multiply) => (float)UnityEngine.Rendering.BlendMode.Zero,
_ => (float) UnityEngine.Rendering.BlendMode.Zero,
});
_mat.SetOverrideTag("RenderType", (surfaceType, alphaClip) switch
{
(UrpLitSurfaceType.Opaque, false) => "Opaque",
(UrpLitSurfaceType.Opaque, true) => "TransparentCutout",
(UrpLitSurfaceType.Transparent, _) => "Transparent",
_ => "Opaque",
});
_mat.renderQueue = (surfaceType, alphaClip) switch
{
(UrpLitSurfaceType.Opaque, false) => (int)RenderQueue.Geometry,
(UrpLitSurfaceType.Opaque, true) => (int)RenderQueue.AlphaTest,
(UrpLitSurfaceType.Transparent, _) => (int)RenderQueue.Transparent,
_ => _mat.shader.renderQueue,
};
var isOpaque = SurfaceType == UrpLitSurfaceType.Opaque;
var smoothnessMapChannel = (UrpLitSmoothnessMapChannel)Material.GetFloat(SmoothnessTextureChannelProp);
Material.SetKeyword(SmoothnessTextureAlbedoChannelAKeyword, isOpaque && smoothnessMapChannel == UrpLitSmoothnessMapChannel.AlbedoAlpha);
}
}
}

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using UnityEngine;
namespace UniGLTF
{
public class UrpUnlitContext : UrpBaseShaderContext
{
public UrpUnlitContext(Material material) : base(material)
{
}
}
}

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fileFormatVersion: 2
guid: 3fe15309261045ba937d6a8dafb6a93d
timeCreated: 1722616677

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using UnityEngine;
namespace UniGLTF
{
internal class UniGLTFShaderNotMatchedInternalException : UniGLTFException
{
public UniGLTFShaderNotMatchedInternalException(Shader shader) : base(shader != null ? shader.name : "") { }
}
}

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fileFormatVersion: 2
guid: 7857ff1b8d15440f9886f293a747ebb1
timeCreated: 1722617046

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using UnityEngine;
namespace UniGLTF.UniUnlit
{
public class UniUnlitContext
{
public Material Material { get; }
public bool UnsafeEditMode { get; set; } = false;
public UniUnlitContext(Material material)
{
Material = material;
}
public UniUnlitRenderMode RenderMode
{
get => UniUnlitUtil.GetRenderMode(Material);
set
{
UniUnlitUtil.SetRenderMode(Material, value);
if (!UnsafeEditMode) UniUnlitUtil.ValidateProperties(Material, isRenderModeChangedByUser: true);
}
}
public UniUnlitCullMode CullMode
{
get => UniUnlitUtil.GetCullMode(Material);
set
{
UniUnlitUtil.SetCullMode(Material, value);
if (!UnsafeEditMode) UniUnlitUtil.ValidateProperties(Material);
}
}
public UniUnlitVertexColorBlendOp VColBlendMode
{
get => UniUnlitUtil.GetVColBlendMode(Material);
set
{
UniUnlitUtil.SetVColBlendMode(Material, value);
if (!UnsafeEditMode) UniUnlitUtil.ValidateProperties(Material);
}
}
public Color MainColorSrgb
{
get => Material.GetColor(UniUnlitUtil.PropNameColor);
set => Material.SetColor(UniUnlitUtil.PropNameColor, value);
}
public Texture MainTexture
{
get => Material.GetTexture(UniUnlitUtil.PropNameMainTex);
set => Material.SetTexture(UniUnlitUtil.PropNameMainTex, value);
}
public Vector2 MainTextureOffset
{
get => Material.GetTextureOffset(UniUnlitUtil.PropNameMainTex);
set => Material.SetTextureOffset(UniUnlitUtil.PropNameMainTex, value);
}
public Vector2 MainTextureScale
{
get => Material.GetTextureScale(UniUnlitUtil.PropNameMainTex);
set => Material.SetTextureScale(UniUnlitUtil.PropNameMainTex, value);
}
public float Cutoff
{
get => Material.GetFloat(UniUnlitUtil.PropNameCutoff);
set => Material.SetFloat(UniUnlitUtil.PropNameCutoff, value);
}
public void Validate()
{
UniUnlitUtil.ValidateProperties(Material, isRenderModeChangedByUser: true);
}
}
}

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fileFormatVersion: 2
guid: 57963fbf465047bf83ed829f8a0022d3
timeCreated: 1722613449