Merge pull request #1331 from Santarh/transparentZwriteFallback

Fix UnlitTransparentZWrite fallback code.
This commit is contained in:
ousttrue
2021-10-22 17:15:25 +09:00
committed by GitHub
2 changed files with 108 additions and 38 deletions

View File

@@ -8,7 +8,8 @@ namespace VRM
{
public static class VRMUnlitTransparentZWriteMaterialImporter
{
public const string ShaderName = "VRM/UnlitTransparentZWrite";
public const string UnlitTransparentZWriteShaderName = "VRM/UnlitTransparentZWrite";
public const string UnlitTransparentZWriteMainTexturePropName = "_MainTex";
public static bool TryCreateParam(GltfData data, glTF_VRM_extensions vrm, int materialIdx, out MaterialDescriptor matDesc)
{
@@ -24,9 +25,8 @@ namespace VRM
}
var vrmMaterial = vrm.materialProperties[materialIdx];
if (vrmMaterial.shader != ShaderName)
if (vrmMaterial.shader != UnlitTransparentZWriteShaderName)
{
// fallback to gltf
matDesc = default;
return false;
}
@@ -34,50 +34,121 @@ namespace VRM
// use material.name, because material name may renamed in GltfParser.
var name = data.GLTF.materials[materialIdx].name;
//
// import as MToon
//
matDesc = new MaterialDescriptor(name, MToon.Utils.ShaderName);
matDesc.RenderQueue = MToon.Utils.GetRenderQueueRequirement(RenderMode.TransparentWithZWrite).DefaultValue;
// NOTE: Unlit のフォールバックなので、 Lit/Shade 色は黒とし、Emissive Factor に設定する.
// また、元のシェーダのうちユーザが設定できるプロパティは Texture のみ.
matDesc.Colors[MToon.Utils.PropColor] = Color.black;
matDesc.Colors[MToon.Utils.PropShadeColor] = Color.black;
matDesc.Colors[MToon.Utils.PropEmissionColor] = Color.white;
if (vrmMaterial.textureProperties.ContainsKey(MToon.Utils.PropMainTex))
if (vrmMaterial.textureProperties.ContainsKey(UnlitTransparentZWriteMainTexturePropName))
{
if (VRMMToonTextureImporter.TryGetTextureFromMaterialProperty(data, vrmMaterial, MToon.Utils.PropMainTex, out var texture))
if (VRMMToonTextureImporter.TryGetTextureFromMaterialProperty(data, vrmMaterial, UnlitTransparentZWriteMainTexturePropName, out var texture))
{
matDesc.TextureSlots.Add(MToon.Utils.PropEmissionMap, texture.Item2);
matDesc.TextureSlots.Add(MToon.Utils.PropMainTex, texture.Item2);
}
}
matDesc.Actions.Add(unityMaterial =>
{
// NOTE: ZWrite などの属性は util に設定させる.
var parameter = MToon.Utils.GetMToonParametersFromMaterial(unityMaterial);
parameter.Rendering.CullMode = CullMode.Back;
parameter.Rendering.RenderMode = RenderMode.TransparentWithZWrite;
parameter.Rendering.RenderQueueOffsetNumber = 0;
MToon.Utils.SetMToonParametersToMaterial(unityMaterial, parameter);
});
if (vrmMaterial.shader == MToon.Utils.ShaderName)
{
// TODO: Material拡張にMToonの項目が追加されたら旧バージョンのshaderPropから変換をかける
// インポート時にUniVRMに含まれるMToonのバージョンに上書きする
matDesc.FloatValues[MToon.Utils.PropVersion] = MToon.Utils.VersionNumber;
}
matDesc.Actions.Add(m =>
{
m.SetFloat(MToon.Utils.PropBlendMode, (float)MToon.RenderMode.TransparentWithZWrite);
MToon.Utils.ValidateProperties(m, true);
var mainTexture = (Texture2D) unityMaterial.GetTexture(MToon.Utils.PropMainTex);
// NOTE: Unlit のフォールバックなので
// Lit/Shade 色は黒として、Alpha のために Lit にテクスチャを設定する.
// Emissive 色は白として、テクスチャを設定する.
// また、元のシェーダのうちユーザが設定できるプロパティは Texture のみ.
MToon.Utils.SetMToonParametersToMaterial(unityMaterial, new MToonDefinition
{
Meta = new MetaDefinition
{
Implementation = MToon.Utils.Implementation,
VersionNumber = MToon.Utils.VersionNumber,
},
Rendering = new RenderingDefinition
{
// NOTE: Transparent ZWrite
RenderMode = RenderMode.TransparentWithZWrite,
CullMode = CullMode.Back,
RenderQueueOffsetNumber = 0,
},
Color = new ColorDefinition
{
// NOTE: Unlit なので、RGB 値は黒とする。
// NOTE: Alpha は使うので、テクスチャを設定する.
LitColor = new Color(0, 0, 0, 1),
LitMultiplyTexture = mainTexture,
ShadeColor = new Color(0, 0, 0, 1),
ShadeMultiplyTexture = default,
CutoutThresholdValue = 0.5f,
},
Lighting = new LightingDefinition
{
LitAndShadeMixing = new LitAndShadeMixingDefinition
{
// NOTE: default value
ShadingShiftValue = 0,
ShadingToonyValue = 1,
ShadowReceiveMultiplierValue = 1,
ShadowReceiveMultiplierMultiplyTexture = default,
LitAndShadeMixingMultiplierValue = 1,
LitAndShadeMixingMultiplierMultiplyTexture = default,
},
LightingInfluence = new LightingInfluenceDefinition
{
// NOTE: default value
LightColorAttenuationValue = 0,
GiIntensityValue = 0.1f,
},
Normal = new NormalDefinition
{
// NOTE: default value
NormalTexture = default,
NormalScaleValue = 1,
},
},
Emission = new EmissionDefinition
{
// NOTE: Unlit なので Emission にテクスチャを設定する.
EmissionColor = Color.white,
EmissionMultiplyTexture = mainTexture,
},
MatCap = new MatCapDefinition
{
// NOTE: default value
AdditiveTexture = default,
},
Rim = new RimDefinition
{
// NOTE: default value
RimColor = Color.black,
RimMultiplyTexture = default,
RimLightingMixValue = 1,
RimLiftValue = 0,
RimFresnelPowerValue = 1,
},
Outline = new OutlineDefinition
{
// NOTE: default value
OutlineWidthMode = OutlineWidthMode.None,
OutlineWidthValue = 0,
OutlineWidthMultiplyTexture = default,
OutlineScaledMaxDistanceValue = 1,
OutlineColorMode = OutlineColorMode.FixedColor,
OutlineColor = Color.black,
OutlineLightingMixValue = 1,
},
TextureOption = new TextureUvCoordsDefinition
{
// NOTE: default value
MainTextureLeftBottomOriginScale = new Vector2(1, 1),
MainTextureLeftBottomOriginOffset = new Vector2(0, 0),
UvAnimationMaskTexture = default,
UvAnimationScrollXSpeedValue = 0,
UvAnimationScrollYSpeedValue = 0,
UvAnimationRotationSpeedValue = 0,
},
});
// NOTE: MToon として正しくはないが、やむをえず renderQueue を元の値で復帰する.
unityMaterial.renderQueue = vrmMaterial.renderQueue;
});
Debug.LogWarning($"fallback: {UnlitTransparentZWriteShaderName} => {MToon.Utils.ShaderName}");
return true;
}
}

View File

@@ -17,13 +17,12 @@ namespace VRMShaders
m_externalMap = externalMaterialMap;
}
// TODO: UniVRM 0.x の方に処理を移したい
static Dictionary<string, string> s_fallbackShaders = new Dictionary<string, string>
{
{"VRM/UnlitTexture", "Unlit/Texture"},
{"VRM/UnlitTransparent", "Unlit/Transparent"},
{"VRM/UnlitCutout", "Unlit/Transparent Cutout"},
// 互換性は無いがとりあえず、
{"VRM/UnlitTransparentZWrite", "VRM/MToon"},
{"UniGLTF/StandardVColor", UniGLTF.UniUnlit.UniUnlitUtil.ShaderName},
};