Merge pull request #2620 from amamagi/mtoon10showcase

Add MToon10 Showcase
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ousttrue 2025-04-03 13:39:09 +09:00 committed by GitHub
commit 44b20d6615
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using UnityEditor;
using UnityEngine;
namespace VRM10.Samples.MToon10Showcase
{
[CustomPropertyDrawer(typeof(LitShowcase.LitEntry))]
public sealed class LitEntryDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUILayout.PropertyField(property.FindPropertyRelative(nameof(LitShowcase.LitEntry.litColor)));
EditorGUILayout.PropertyField(property.FindPropertyRelative(nameof(LitShowcase.LitEntry.litTexture)));
}
}
}

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using UnityEditor;
using UnityEngine;
namespace VRM10.Samples.MToon10Showcase
{
[CustomPropertyDrawer(typeof(ShadeShowcase.ShadeEntry))]
public sealed class ShadeEntryDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUILayout.PropertyField(property.FindPropertyRelative(nameof(ShadeShowcase.ShadeEntry.shadeColor)));
EditorGUILayout.PropertyField(property.FindPropertyRelative(nameof(ShadeShowcase.ShadeEntry.shadeTexture)));
}
}
}

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using UnityEngine;
using UnityEngine.UI;
namespace VRM10.Samples.MToon10Showcase
{
public sealed class CameraScroller : MonoBehaviour
{
[SerializeField] private GraphicScrollHandler _scrollHandler;
[SerializeField] private Scrollbar _scrollbar;
private bool _initialized;
private Vector3 _startPosition;
private Vector3 _endPosition;
private float _scrollWeightDelta;
private float _currentWeight;
private Transform _cameraTransform;
public void Initialize(Vector3 startPosition, Vector3 endPosition, float scrollDistance)
{
_startPosition = startPosition;
_endPosition = endPosition;
_scrollWeightDelta = scrollDistance / Vector3.Distance(startPosition, endPosition);
_currentWeight = 0.0f;
_cameraTransform = Camera.main.transform;
_cameraTransform.position = _startPosition;
_scrollbar.enabled = true;
_scrollbar.onValueChanged.AddListener(Scroll);
_scrollHandler.OnScrollAction = (eventData) =>
{
var sign = Mathf.Sign(eventData.scrollDelta.y);
Scroll(_currentWeight - _scrollWeightDelta * sign);
};
}
private void Scroll(float weight)
{
_currentWeight = Mathf.Clamp01(weight);
_scrollbar.value = _currentWeight;
_cameraTransform.position = Vector3.Lerp(_startPosition, _endPosition, _currentWeight);
}
}
}

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using System;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace VRM10.Samples.MToon10Showcase
{
public sealed class GraphicScrollHandler : Graphic , IScrollHandler
{
public Action<PointerEventData> OnScrollAction { get; set; }
public void OnScroll(PointerEventData eventData)
{
OnScrollAction?.Invoke(eventData);
}
}
}

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using UnityEngine;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/MToon10ShowcaseDependencies")]
#endif
public sealed class MToon10ShowcaseDependencies : ScriptableObject
{
public Texture2D checkerTexture;
public Texture2D litCheckerTexture;
public Texture2D shadeCheckerTexture;
public Texture2D alphaModeCheckerTexture;
public Texture2D combinedMaskTexture;
public Texture2D matcapTexture;
public Texture2D checkerBwTexture;
public Texture2D normalMapTexture;
public Shader mtoon10Shader;
public GameObject labelTextPrefab;
public GameObject floorPrefab;
}
}

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using System;
using UnityEngine;
using VRM10.MToon10;
namespace VRM10.Samples.MToon10Showcase
{
public class MToon10ShowcaseEntryPoint : MonoBehaviour
{
[SerializeField] private CameraScroller cameraScroller;
[SerializeField] private MToon10ShowcaseDependencies dependencies;
[SerializeField] private AlphaModeShowcase alphaModeShowcase;
[SerializeField] private RenderQueueOffsetShowcase renderQueueOffsetShowcase;
[SerializeField] private LitShowcase litShowcase;
[SerializeField] private ShadeShowcase shadeShowcase;
[SerializeField] private NormalMapShowcase normalMapShowcase;
[SerializeField] private ShadingToonyShowcase shadingToonyShowcase;
[SerializeField] private ShadingShiftShowcase shadingShiftShowcase;
[SerializeField] private GIEqualizationShowcase giEqualizationShowcase;
[SerializeField] private EmissionShowcase emissionShowcase;
[SerializeField] private RimLightingShowcase rimLightShowcase;
[SerializeField] private MatcapShowcase matcapShowcase;
[SerializeField] private ParametricRimShowcase parametricRimShowcase;
[SerializeField] private OutlineShowcase outlineShowcase;
[SerializeField] private UVAnimationShowcase uvAnimationShowcase;
private static readonly int Columns = 4;
private static readonly float PrimitiveRadius = 0.3f;
private static readonly float PrimitiveSpacing = 0.2f;
private static readonly float LabelSpacing = 0.1f;
private Vector3 _nextOrigin = new(-2.0f, 1.0f, 2.0f);
private void Start()
{
CreateShowcase(alphaModeShowcase.entries, alphaModeShowcase.baseMaterial, (entry, context) =>
{
context.AlphaMode = entry.alphaMode;
context.TransparentWithZWriteMode = entry.transparentWithZWriteMode;
context.AlphaCutoff = entry.alphaCutoff;
context.DoubleSidedMode = entry.doubleSidedMode;
});
CreateShowcase(renderQueueOffsetShowcase.entries, renderQueueOffsetShowcase.baseMaterial, (entry, context) =>
{
context.AlphaMode = MToon10AlphaMode.Transparent;
context.BaseColorFactorSrgb = entry.litColor;
context.RenderQueueOffsetNumber = entry.renderQueueOffset;
});
CreateShowcase(litShowcase.entries, litShowcase.baseMaterial, (entry, context) =>
{
context.BaseColorFactorSrgb = entry.litColor;
context.BaseColorTexture = entry.litTexture;
});
CreateShowcase(shadeShowcase.entries, shadeShowcase.baseMaterial, (entry, context) =>
{
context.ShadeColorFactorSrgb = entry.shadeColor;
context.ShadeColorTexture = entry.shadeTexture;
});
CreateShowcase(normalMapShowcase.entries, normalMapShowcase.baseMaterial, (entry, context) =>
{
context.NormalTextureScale = entry.normalTextureScale;
context.NormalTexture = entry.normalTexture;
});
CreateShowcase(shadingToonyShowcase.entries, shadingToonyShowcase.baseMaterial, (entry, context) =>
{
context.ShadingToonyFactor = entry.shadingToonyFactor;
context.ShadingShiftFactor = entry.shadingShiftFactor;
});
CreateShowcase(shadingShiftShowcase.entries, shadingShiftShowcase.baseMaterial, (entry, context) =>
{
context.ShadingShiftTextureScale = entry.shadingShiftTextureScale;
context.ShadingShiftTexture = entry.shadingShiftTexture;
}, primitiveType: PrimitiveType.Quad);
CreateShowcase(giEqualizationShowcase.entries, giEqualizationShowcase.baseMaterial, (entry, context) =>
{
context.GiEqualizationFactor = entry.giEqualizationFactor;
});
CreateShowcase(emissionShowcase.entries, emissionShowcase.baseMaterial, (entry, context) =>
{
context.EmissiveTexture = entry.emissiveTexture;
context.EmissiveFactorLinear = entry.emissiveFactorLinear;
});
CreateShowcase(rimLightShowcase.entries, rimLightShowcase.baseMaterial, (entry, context) =>
{
context.RimMultiplyTexture = entry.rimMultiplyTexture;
context.RimLightingMixFactor = entry.rimLightingMixFactor;
});
CreateShowcase(matcapShowcase.entries, matcapShowcase.baseMaterial, (entry, context) =>
{
context.MatcapTexture = entry.matcapTexture;
context.MatcapColorFactorSrgb = entry.matcapColorFactor;
});
CreateShowcase(parametricRimShowcase.entries, parametricRimShowcase.baseMaterial, (entry, context) =>
{
context.ParametricRimColorFactorSrgb = entry.parametricRimColor;
context.ParametricRimFresnelPowerFactor = entry.parametricRimFresnelPowerFactor;
context.ParametricRimLiftFactor = entry.parametricRimLiftFactor;
});
CreateShowcase(outlineShowcase.entries, outlineShowcase.baseMaterial, (entry, context) =>
{
context.OutlineWidthMode = entry.outlineWidthMode;
context.OutlineWidthFactor = entry.outlineWidthFactor;
context.OutlineWidthMultiplyTexture = entry.outlineWidthMultiplyTexture;
context.OutlineColorFactorSrgb = entry.outlineColorFactor;
context.OutlineLightingMixFactor = entry.outlineLightingMixFactor;
});
CreateShowcase(uvAnimationShowcase.entries, uvAnimationShowcase.baseMaterial, (entry, context) =>
{
context.UvAnimationMaskTexture = entry.uvAnimationMaskTexture;
context.UvAnimationScrollXSpeedFactor = entry.uvAnimationScrollXSpeedFactor;
context.UvAnimationScrollYSpeedFactor = entry.uvAnimationScrollYSpeedFactor;
context.UvAnimationRotationSpeedFactor = entry.uvAnimationRotationSpeedFactor;
}, PrimitiveType.Quad);
CreateFloor();
cameraScroller.Initialize(new Vector3(0.0f, 5.0f, 0.0f), new Vector3(0.0f, 5.0f, _nextOrigin.z), 0.5f);
}
private Transform CreateShowcase<T>(T[] entries, Material baseMaterial, Action<T, MToon10Context> setup, PrimitiveType primitiveType = PrimitiveType.Sphere)
where T : class
{
const int columnCount = 4;
var root = new GameObject(typeof(T).Name);
root.transform.position = _nextOrigin;
var label = Instantiate(dependencies.labelTextPrefab, root.transform);
label.GetComponent<TextMesh>().text = typeof(T).Name;
const float LabelHeight = 0.4f;
var gridOrigin = new Vector3(PrimitiveRadius, 0.0f, -(LabelHeight + LabelSpacing + PrimitiveRadius));
var gridSpacing = PrimitiveRadius * 2 + PrimitiveSpacing;
for (var idx = 0; idx < entries.Length; idx++)
{
var obj = GameObject.CreatePrimitive(primitiveType);
obj.transform.SetParent(root.transform);
obj.transform.rotation = Quaternion.Euler(90.0f, 0.0f, 0.0f);
var x = idx % columnCount * gridSpacing + gridOrigin.x;
var z = -idx / columnCount * gridSpacing + gridOrigin.z;
obj.transform.localPosition = new Vector3(x, 0.0f, z);
var scale = PrimitiveRadius * 2;
obj.transform.localScale = new Vector3(scale, scale, scale);
var mat = new Material(baseMaterial);
obj.GetComponent<MeshRenderer>().sharedMaterial = mat;
var context = new MToon10Context(mat);
setup(entries[idx], context);
context.Validate();
}
var rows = entries.Length / columnCount + (entries.Length % columnCount == 0 ? 0 : 1);
var showcaseHeight = LabelHeight + LabelSpacing + gridSpacing * rows;
_nextOrigin -= new Vector3(0.0f, 0.0f, showcaseHeight);
return root.transform;
}
private void CreateFloor()
{
var floors = new GameObject("Floors");
var nextFloorOrigin = Vector3.zero;
var floorLength = 10f * dependencies.floorPrefab.transform.localScale.y;
var viewportOffset = Camera.main!.orthographicSize;
while (nextFloorOrigin.z + floorLength / 2f > _nextOrigin.z - viewportOffset)
{
var floor = Instantiate(dependencies.floorPrefab, floors.transform);
floor.transform.position = nextFloorOrigin;
nextFloorOrigin -= new Vector3(0.0f, 0.0f, floorLength);
}
}
}
}

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using System;
using UnityEngine;
using VRM10.MToon10;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/" + nameof(AlphaModeShowcase))]
#endif
public sealed class AlphaModeShowcase : ScriptableObject
{
public Material baseMaterial;
public AlphaModeEntry[] entries;
[Serializable]
public sealed class AlphaModeEntry
{
public MToon10AlphaMode alphaMode;
public MToon10TransparentWithZWriteMode transparentWithZWriteMode;
public float alphaCutoff;
public MToon10DoubleSidedMode doubleSidedMode;
}
}
}

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using System;
using UnityEngine;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/" + nameof(EmissionShowcase))]
#endif
public sealed class EmissionShowcase : ScriptableObject
{
public Material baseMaterial;
public EmissionEntry[] entries;
[Serializable]
public sealed class EmissionEntry
{
public Texture emissiveTexture;
[ColorUsage(true, true)]
public Color emissiveFactorLinear;
}
}
}

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using System;
using UnityEngine;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/" + nameof(GIEqualizationShowcase))]
#endif
public sealed class GIEqualizationShowcase : ScriptableObject
{
public Material baseMaterial;
public GIEqualizationEntry[] entries;
[Serializable]
public sealed class GIEqualizationEntry
{
public float giEqualizationFactor;
}
}
}

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using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/" + nameof(LitShowcase))]
#endif
public sealed class LitShowcase : ScriptableObject
{
public Material baseMaterial;
public LitEntry[] entries;
[Serializable]
public sealed class LitEntry
{
public Color litColor;
public Texture2D litTexture;
}
}
}

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using System;
using UnityEngine;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/" + nameof(MatcapShowcase))]
#endif
public sealed class MatcapShowcase : ScriptableObject
{
public Material baseMaterial;
public MatcapEntry[] entries;
[Serializable]
public sealed class MatcapEntry
{
public Texture matcapTexture;
public Color matcapColorFactor;
}
}
}

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using System;
using UnityEngine;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/" + nameof(NormalMapShowcase))]
#endif
public sealed class NormalMapShowcase : ScriptableObject
{
public Material baseMaterial;
public NormalMapEntry[] entries;
[Serializable]
public sealed class NormalMapEntry
{
public Texture2D normalTexture;
public float normalTextureScale;
}
}
}

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using System;
using UnityEngine;
using UnityEngine.Serialization;
using VRM10.MToon10;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/" + nameof(OutlineShowcase))]
#endif
public sealed class OutlineShowcase : ScriptableObject
{
public Material baseMaterial;
public OutlineEntry[] entries;
[Serializable]
public sealed class OutlineEntry
{
[FormerlySerializedAs("outlineMode")] public MToon10OutlineMode outlineWidthMode;
public float outlineWidthFactor;
public Color outlineColorFactor;
public Texture outlineWidthMultiplyTexture;
public float outlineLightingMixFactor;
}
}
}

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using System;
using UnityEngine;
using VRM10.MToon10;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/" + nameof(ParametricRimShowcase))]
#endif
public sealed class ParametricRimShowcase : ScriptableObject
{
public Material baseMaterial;
public ParametricRimEntry[] entries;
[Serializable]
public sealed class ParametricRimEntry
{
public Color parametricRimColor;
public float parametricRimFresnelPowerFactor;
public float parametricRimLiftFactor;
}
}
}

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using System;
using UnityEngine;
using VRM10.MToon10;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/" + nameof(RenderQueueOffsetShowcase))]
#endif
public sealed class RenderQueueOffsetShowcase : ScriptableObject
{
public Material baseMaterial;
public RenderQueueOffsetEntry[] entries;
[Serializable]
public sealed class RenderQueueOffsetEntry
{
public Color litColor;
public int renderQueueOffset;
}
}
}

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using System;
using UnityEngine;
using VRM10.MToon10;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/" + nameof(RimLightingShowcase))]
#endif
public sealed class RimLightingShowcase : ScriptableObject
{
public Material baseMaterial;
public RimLightingMixFactorEntry[] entries;
[Serializable]
public sealed class RimLightingMixFactorEntry
{
public float rimLightingMixFactor;
public Texture rimMultiplyTexture;
}
}
}

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using System;
using UnityEngine;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/" + nameof(ShadeShowcase))]
#endif
public sealed class ShadeShowcase : ScriptableObject
{
public Material baseMaterial;
public ShadeEntry[] entries;
[Serializable]
public sealed class ShadeEntry
{
public Color shadeColor;
public Texture2D shadeTexture;
}
}
}

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using System;
using UnityEngine;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/" + nameof(ShadingShiftShowcase))]
#endif
public sealed class ShadingShiftShowcase : ScriptableObject
{
public Material baseMaterial;
public ShadingShiftEntry[] entries;
[Serializable]
public sealed class ShadingShiftEntry
{
public Texture shadingShiftTexture;
public float shadingShiftTextureScale;
}
}
}

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using System;
using UnityEngine;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/" + nameof(ShadingToonyShowcase))]
#endif
public sealed class ShadingToonyShowcase : ScriptableObject
{
public Material baseMaterial;
public ShadingToonyEntry[] entries;
[Serializable]
public sealed class ShadingToonyEntry
{
public float shadingToonyFactor;
public float shadingShiftFactor;
}
}
}

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using System;
using UnityEngine;
using VRM10.MToon10;
namespace VRM10.Samples.MToon10Showcase
{
#if VRM_DEVELOP
[CreateAssetMenu(menuName = "VRM10/Samples/MToon10Showcase/" + nameof(UVAnimationShowcase))]
#endif
public sealed class UVAnimationShowcase : ScriptableObject
{
public Material baseMaterial;
public UVAnimationEntry[] entries;
[Serializable]
public sealed class UVAnimationEntry
{
public Texture uvAnimationMaskTexture;
public float uvAnimationScrollXSpeedFactor;
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