Merge pull request #1207 from ousttrue/fix/add_StandardMapExporter

[Exporter] shader版の StandardMap の Exporter 変換を追加
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ousttrue 2021-09-09 19:06:20 +09:00 committed by GitHub
commit 153fca34ff
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3 changed files with 125 additions and 76 deletions

View File

@ -0,0 +1,68 @@
Shader "Hidden/UniGLTF/StandardMapExporter"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_UnitySmoothness ("Unity Smoothness Factor", Float) = 1.0
_UnityMetallicSmoothTexture ("Unity Metallic Smoothness Texture", 2D) = "black" {}
_UnityOcclusionTexture ("Unity Occlusion Texture", 2D) = "black" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
half _UnitySmoothness;
sampler2D _UnityMetallicSmoothTexture;
sampler2D _UnityOcclusionTexture;
fixed4 frag (v2f i) : SV_Target
{
half4 occlusionTex = tex2D(_UnityOcclusionTexture, i.uv);
half occlusion = occlusionTex.g; // G: Unity Occlusion
half4 metallicRoughnessTex = tex2D(_UnityMetallicSmoothTexture, i.uv);
half smoothness = metallicRoughnessTex.a * _UnitySmoothness; // A: Unity Roughness
half metallic = metallicRoughnessTex.r; // R: Unity Metallic
fixed4 result;
result.r = occlusion; // R: glTF Occlusion
result.g = 1.0 - smoothness; // G: glTF Roughness
result.b = metallic; // B: glTF Metallic
result.a = 1.0; // A: glTF not used
return result;
}
ENDCG
}
}
}

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 862aa29f5c3daf44fbe9db6344f02a52
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -21,16 +21,16 @@ namespace VRMShaders
/// </summary>
public static class OcclusionMetallicRoughnessConverter
{
private static Material exporter;
private static Material Exporter
private static Material _importer;
private static Material Importer
{
get
{
if (exporter == null)
if (_importer == null)
{
exporter = new Material(Shader.Find("Hidden/UniGLTF/StandardMapImporter"));
_importer = new Material(Shader.Find("Hidden/UniGLTF/StandardMapImporter"));
}
return exporter;
return _importer;
}
}
@ -50,87 +50,59 @@ namespace VRMShaders
var src = metallicRoughnessTexture != null ? metallicRoughnessTexture : occlusionTexture;
Exporter.mainTexture = src;
Exporter.SetTexture("_GltfMetallicRoughnessTexture", metallicRoughnessTexture);
Exporter.SetTexture("_GltfOcclusionTexture", occlusionTexture);
Exporter.SetFloat("_GltfMetallicFactor", metallicFactor);
Exporter.SetFloat("_GltfRoughnessFactor", roughnessFactor);
Exporter.SetFloat("_IsLegacySquaredRoughness", isLegacySquaredRoughness ? 1 : 0);
Importer.mainTexture = src;
Importer.SetTexture("_GltfMetallicRoughnessTexture", metallicRoughnessTexture);
Importer.SetTexture("_GltfOcclusionTexture", occlusionTexture);
Importer.SetFloat("_GltfMetallicFactor", metallicFactor);
Importer.SetFloat("_GltfRoughnessFactor", roughnessFactor);
Importer.SetFloat("_IsLegacySquaredRoughness", isLegacySquaredRoughness ? 1 : 0);
var dst = TextureConverter.CopyTexture(src, ColorSpace.Linear, true, Exporter);
var dst = TextureConverter.CopyTexture(src, ColorSpace.Linear, true, Importer);
Exporter.mainTexture = null;
Exporter.SetTexture("_GltfMetallicRoughnessTexture", null);
Exporter.SetTexture("_GltfOcclusionTexture", null);
Exporter.SetFloat("_GltfMetallicFactor", 0);
Exporter.SetFloat("_GltfRoughnessFactor", 0);
Exporter.SetFloat("_IsLegacySquaredRoughness", 0);
Importer.mainTexture = null;
Importer.SetTexture("_GltfMetallicRoughnessTexture", null);
Importer.SetTexture("_GltfOcclusionTexture", null);
Importer.SetFloat("_GltfMetallicFactor", 0);
Importer.SetFloat("_GltfRoughnessFactor", 0);
Importer.SetFloat("_IsLegacySquaredRoughness", 0);
return dst;
}
private static Material _exporter;
private static Material Exporter
{
get
{
if (_exporter == null)
{
_exporter = new Material(Shader.Find("Hidden/UniGLTF/StandardMapExporter"));
}
return _exporter;
}
}
public static Texture2D Export(Texture metallicSmoothTexture, float smoothness, Texture occlusionTexture)
{
// TODO: Replace with Shader implementation
if (metallicSmoothTexture != null && occlusionTexture != null)
if (metallicSmoothTexture == null && occlusionTexture == null)
{
if (metallicSmoothTexture == occlusionTexture)
{
var dst = TextureConverter.CreateEmptyTextureWithSettings(metallicSmoothTexture, ColorSpace.Linear, false);
var linearTexture = TextureConverter.CopyTexture(metallicSmoothTexture, ColorSpace.Linear, true, null);
dst.SetPixels32(linearTexture.GetPixels32().Select(x => ExportPixel(x, smoothness, x)).ToArray());
dst.Apply();
dst.name = metallicSmoothTexture.name;
DestroyTexture(linearTexture);
return dst;
}
else
{
var dst = TextureConverter.CreateEmptyTextureWithSettings(metallicSmoothTexture, ColorSpace.Linear, false);
var linearMetallicSmooth = TextureConverter.CopyTexture(metallicSmoothTexture, ColorSpace.Linear, true, null);
var metallicSmoothPixels = linearMetallicSmooth.GetPixels32();
var linearOcclusion = TextureConverter.CopyTexture(occlusionTexture, ColorSpace.Linear, false, null);
var occlusionPixels = linearOcclusion.GetPixels32();
if (metallicSmoothPixels.Length != occlusionPixels.Length)
{
throw new NotImplementedException("Resizing not implemented, please ensure Metallic and Occlusion textures are the same size!");
}
for (int i = 0; i < metallicSmoothPixels.Length; ++i)
{
metallicSmoothPixels[i] = ExportPixel(metallicSmoothPixels[i], smoothness, occlusionPixels[i]);
}
dst.SetPixels32(metallicSmoothPixels);
dst.Apply();
dst.name = metallicSmoothTexture.name;
DestroyTexture(linearMetallicSmooth);
DestroyTexture(linearOcclusion);
return dst;
}
}
else if (metallicSmoothTexture)
{
var dst = TextureConverter.CreateEmptyTextureWithSettings(metallicSmoothTexture, ColorSpace.Linear, false);
var linearMetallicSmooth = TextureConverter.CopyTexture(metallicSmoothTexture, ColorSpace.Linear, true, null);
dst.SetPixels32(linearMetallicSmooth.GetPixels32().Select(x => ExportPixel(x, smoothness, default)).ToArray());
dst.Apply();
dst.name = metallicSmoothTexture.name;
DestroyTexture(linearMetallicSmooth);
return dst;
}
else if (occlusionTexture)
{
var dst = TextureConverter.CreateEmptyTextureWithSettings(occlusionTexture, ColorSpace.Linear, false);
var linearOcclusion = TextureConverter.CopyTexture(occlusionTexture, ColorSpace.Linear, false, null);
dst.SetPixels32(linearOcclusion.GetPixels32().Select(x => ExportPixel(default, smoothness, x)).ToArray());
dst.Apply();
dst.name = occlusionTexture.name;
DestroyTexture(linearOcclusion);
return dst;
}
else
{
throw new ArgumentNullException();
throw new ArgumentNullException("no texture");
}
var src = metallicSmoothTexture != null ? metallicSmoothTexture : occlusionTexture;
Exporter.mainTexture = src;
Exporter.SetTexture("_UnityMetallicSmoothTexture", metallicSmoothTexture);
Exporter.SetTexture("_UnityOcclusionTexture", occlusionTexture);
Exporter.SetFloat("_UnitySmoothness", smoothness);
var dst = TextureConverter.CopyTexture(src, ColorSpace.Linear, true, Exporter);
Exporter.mainTexture = null;
Exporter.SetTexture("_UnityMetallicSmoothTexture", null);
Exporter.SetTexture("_UnityOcclusionTexture", null);
Exporter.SetFloat("_UnitySmoothness", 0);
return dst;
}
public static Color32 ExportPixel(Color32 metallicSmooth, float smoothness, Color32 occlusion)