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未知の material をエクスポートするとエラーになるのを回避
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@@ -43,16 +43,14 @@ namespace UniGLTF
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// main color
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yield return (MaterialExporter.COLOR_TEXTURE_PROP, m.GetTexture(MaterialExporter.COLOR_TEXTURE_PROP));
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if (GetGltfMaterialTypeFromUnityShaderName(m.shader.name) == "unlit")
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if (GetGltfMaterialTypeFromUnityShaderName(m.shader.name) == "Standard")
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{
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yield break;
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// PBR
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yield return (MaterialExporter.METALLIC_TEX_PROP, m.GetTexture(MaterialExporter.METALLIC_TEX_PROP));
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yield return (MaterialExporter.NORMAL_TEX_PROP, m.GetTexture(MaterialExporter.NORMAL_TEX_PROP));
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yield return (MaterialExporter.EMISSION_TEX_PROP, m.GetTexture(MaterialExporter.EMISSION_TEX_PROP));
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yield return (MaterialExporter.OCCLUSION_TEX_PROP, m.GetTexture(MaterialExporter.OCCLUSION_TEX_PROP));
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}
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// PBR
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yield return (MaterialExporter.METALLIC_TEX_PROP, m.GetTexture(MaterialExporter.METALLIC_TEX_PROP));
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yield return (MaterialExporter.NORMAL_TEX_PROP, m.GetTexture(MaterialExporter.NORMAL_TEX_PROP));
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yield return (MaterialExporter.EMISSION_TEX_PROP, m.GetTexture(MaterialExporter.EMISSION_TEX_PROP));
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yield return (MaterialExporter.OCCLUSION_TEX_PROP, m.GetTexture(MaterialExporter.OCCLUSION_TEX_PROP));
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}
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}
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}
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