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Update UniGLTF. Add sparse accessor experiment to VRMExporter
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@@ -16,7 +16,13 @@ namespace VRM
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{
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var gltf = new glTF_VRM();
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gltf.asset.generator = string.Format("UniVRM-{0}.{1}", VRMVersion.MAJOR, VRMVersion.MINOR);
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using (var exporter = new VRMExporter(gltf))
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using (var exporter = new VRMExporter(gltf)
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{
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#if VRM_EXPORTER_USE_SPARSE
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// experimental
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UseSparseAccessorForBlendShape=true
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#endif
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})
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{
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_Export(gltf, exporter, go);
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@@ -78,8 +78,8 @@ namespace VRM
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public static CreateMaterialFunc GetMaterialFunc(List<glTF_VRM_Material> materials)
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{
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var CreateDefault = gltfImporter.CreateMaterialFuncFromShader(Shader.Find("VRM/UnlitTexture"));
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var CreateZWrite = gltfImporter.CreateMaterialFuncFromShader(Shader.Find("VRM/UnlitTransparentZWrite"));
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var CreateDefault = gltfImporter.CreateMaterialFuncFromShader(new ShaderStore("VRM/UnlitTexture"));
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var CreateZWrite = gltfImporter.CreateMaterialFuncFromShader(new ShaderStore("VRM/UnlitTransparentZWrite"));
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CreateMaterialFunc fallback = (ctx, i) =>
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{
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var vrm = ctx.GLTF as glTF_VRM;
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2
UniGLTF
2
UniGLTF
Submodule UniGLTF updated: c8b19d3b83...ea5b240c07
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