Merge pull request #2595 from ousttrue/fix/sample_shadergraph

[sample] update TinyMtoon
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ousttrue 2025-03-04 18:57:34 +09:00 committed by GitHub
commit 31e7792d00
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13 changed files with 3473 additions and 134 deletions

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@ -3,16 +3,23 @@
/// <summary>
/// 指定の index の glTFMaterial から Import できる Material の生成情報を生成する。
/// glTFMaterial と Unity Material は 1:1 対応する。
///
/// IMaterialDescriptorGenerator の使われ方は MaterialFactory.LoadAsync を参照
/// </summary>
public interface IMaterialDescriptorGenerator
{
/// <summary>
/// Generate the MaterialDescriptor generated from the index i.
/// <code>
/// glTFMaterial src = data.GLTF.materials[i];
/// return new MaterialDescriptor();
/// </code>
/// </summary>
MaterialDescriptor Get(GltfData data, int i);
/// <summary>
/// Generate the MaterialDescriptor for the non-specified glTF material.
/// Generate the fallback MaterialDescriptor for the non-specified glTF material.
/// <see href="https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#default-material"/>
/// </summary>
MaterialDescriptor GetGltfDefault(string materialName = null);
}

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@ -5,18 +5,44 @@ using UnityEngine;
namespace UniGLTF
{
/// <summary>
/// Material information generated by IMaterialDescriptorGenerator
/// In recent versions, it is easy to manipulate Materials directly using Actions.
///
/// Actions の使用例は UniGLTF.UrpGltfMaterialDescriptorGenerator を参照
/// </summary>
public sealed class MaterialDescriptor
{
public delegate Task MaterialGenerateAsyncFunc(Material m, GetTextureAsyncFunc getTexture, IAwaitCaller awaitCaller);
/// <summary>
/// <code>
/// material.name = matDesc.SubAssetKey.Name;
/// </code>
/// </summary>
public readonly string Name;
/// <summary>
/// <code>
/// material = new Material(matDesc.Shader);
/// </summary>
public readonly Shader Shader;
public readonly int? RenderQueue;
public readonly IReadOnlyDictionary<string, TextureDescriptor> TextureSlots;
public readonly IReadOnlyDictionary<string, float> FloatValues;
public readonly IReadOnlyDictionary<string, Color> Colors;
public readonly IReadOnlyDictionary<string, Vector4> Vectors;
/// <summary>
/// Process and construct the argument Material
/// <code>
/// material.SetTexture(prop, texture);
/// material.SetColor(prop, color);
/// </code>
/// </summary>
public readonly IReadOnlyList<Action<Material>> Actions;
public readonly IReadOnlyList<MaterialGenerateAsyncFunc> AsyncActions;
public SubAssetKey SubAssetKey => new SubAssetKey(SubAssetKey.MaterialType, Name);

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View File

@ -2451,7 +2451,7 @@
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View File

@ -125,6 +125,9 @@
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},
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@ -22,6 +22,7 @@ namespace UniVRM10.VRM10Viewer
private static readonly int ShadingColorFactorProp = Shader.PropertyToID("_ShadingColor");
private static readonly int ShadingMapProp = Shader.PropertyToID("_ShadingMap");
private static readonly int ShadingToonyFactorProp = Shader.PropertyToID("_ShadingToonyFactor");
private static readonly int ShadingShiftFactorProp = Shader.PropertyToID("_ShadingShiftFactor");
/// <summary>
/// float = 1.0
@ -92,6 +93,11 @@ namespace UniVRM10.VRM10Viewer
get => Material.GetFloat(ShadingToonyFactorProp);
set => Material.SetFloat(ShadingToonyFactorProp, value);
}
public float ShadingShiftFactor
{
get => Material.GetFloat(ShadingShiftFactorProp);
set => Material.SetFloat(ShadingShiftFactorProp, value);
}
public float BumpScale
{

View File

@ -55,9 +55,7 @@ namespace UniVRM10.VRM10Viewer
ImportSurfaceSettings(src, context);
await ImportBaseShadeColorAsync(data, src, mtoon, context, getTextureAsync, awaitCaller);
// await ImportMetallicRoughnessAsync(data, src, context, getTextureAsync, awaitCaller);
// await ImportOcclusionAsync(data, src, context, getTextureAsync, awaitCaller);
// await ImportNormalAsync(data, src, context, getTextureAsync, awaitCaller);
await ImportNormalAsync(data, src, context, getTextureAsync, awaitCaller);
// await ImportEmissionAsync(data, src, context, getTextureAsync, awaitCaller);
// context.Validate();
@ -101,6 +99,7 @@ namespace UniVRM10.VRM10Viewer
}
context.ShadingToonyFactor = mtoon.ShadingToonyFactor.GetValueOrDefault();
context.ShadingShiftFactor = mtoon.ShadingToonyFactor.GetValueOrDefault();
var shadeColor = mtoon.ShadeColorFactor?.ToColor3(UniGLTF.ColorSpace.Linear, UniGLTF.ColorSpace.sRGB);
context.ShadingColorFactorSrgb = shadeColor.GetValueOrDefault(Color.white);
if (mtoon is { ShadeMultiplyTexture: { Index: >= 0 } })
@ -111,5 +110,17 @@ namespace UniVRM10.VRM10Viewer
}
}
}
private static async Task ImportNormalAsync(GltfData data, glTFMaterial src, TinyMToonMaterialContext context, GetTextureAsyncFunc getTextureAsync, IAwaitCaller awaitCaller)
{
if (src.normalTexture is { index: >= 0 })
{
if (GltfPbrTextureImporter.TryNormalTexture(data, src, out _, out var desc))
{
context.BumpMap = await getTextureAsync(desc, awaitCaller);
context.BumpScale = src.normalTexture.scale;
}
}
}
}
}

View File

@ -36,7 +36,10 @@ namespace UniVRM10.VRM10Viewer
{
if (_urpMaterialForGrayscale != null)
{
visual.GetComponent<Renderer>().material = Instantiate(_urpMaterialForGrayscale);
var m = Instantiate(_urpMaterialForGrayscale);
m.SetFloat("_Metallic", 0);
m.SetFloat("_Roughness", 1);
visual.GetComponent<Renderer>().material = m;
}
}
}