未知の material をエクスポートするとエラーになるのを回避

This commit is contained in:
ousttrue
2021-11-24 20:14:54 +09:00
parent 0e708b807c
commit 35cc1dda03

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@@ -43,16 +43,14 @@ namespace UniGLTF
// main color
yield return (MaterialExporter.COLOR_TEXTURE_PROP, m.GetTexture(MaterialExporter.COLOR_TEXTURE_PROP));
if (GetGltfMaterialTypeFromUnityShaderName(m.shader.name) == "unlit")
if (GetGltfMaterialTypeFromUnityShaderName(m.shader.name) == "Standard")
{
yield break;
// PBR
yield return (MaterialExporter.METALLIC_TEX_PROP, m.GetTexture(MaterialExporter.METALLIC_TEX_PROP));
yield return (MaterialExporter.NORMAL_TEX_PROP, m.GetTexture(MaterialExporter.NORMAL_TEX_PROP));
yield return (MaterialExporter.EMISSION_TEX_PROP, m.GetTexture(MaterialExporter.EMISSION_TEX_PROP));
yield return (MaterialExporter.OCCLUSION_TEX_PROP, m.GetTexture(MaterialExporter.OCCLUSION_TEX_PROP));
}
// PBR
yield return (MaterialExporter.METALLIC_TEX_PROP, m.GetTexture(MaterialExporter.METALLIC_TEX_PROP));
yield return (MaterialExporter.NORMAL_TEX_PROP, m.GetTexture(MaterialExporter.NORMAL_TEX_PROP));
yield return (MaterialExporter.EMISSION_TEX_PROP, m.GetTexture(MaterialExporter.EMISSION_TEX_PROP));
yield return (MaterialExporter.OCCLUSION_TEX_PROP, m.GetTexture(MaterialExporter.OCCLUSION_TEX_PROP));
}
}
}