Merge pull request #1672 from ousttrue/fix/refactor_vrmshaders

不用になっていた ShaderProperty 列挙システムを削除
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ousttrue 2022-06-02 15:54:37 +09:00 committed by GitHub
commit 6c4561bdf6
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GPG Key ID: 4AEE18F83AFDEB23
40 changed files with 86 additions and 775 deletions

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@ -47,7 +47,7 @@ namespace UniGLTF
Data.MigrationFlags.IsRoughnessTextureValueSquared);
MaterialFactory = new MaterialFactory(ExternalObjectMap
.Where(x => x.Value is Material)
.ToDictionary(x => x.Key, x => (Material)x.Value));
.ToDictionary(x => x.Key, x => (Material)x.Value), MaterialFallback.FallbackShaders);
AnimationClipFactory = new AnimationClipFactory(ExternalObjectMap
.Where(x => x.Value is AnimationClip)
.ToDictionary(x => x.Key, x => (AnimationClip)x.Value));

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@ -0,0 +1,20 @@
using System.Collections.Generic;
namespace UniGLTF
{
/// <summary>
/// 過去バージョンに含まれていたが、廃止・統合された Shader のフォールバック情報
/// </summary>
public static class MaterialFallback
{
static Dictionary<string, string> s_fallbackShaders = new Dictionary<string, string>
{
{"VRM/UnlitTexture", "Unlit/Texture"},
{"VRM/UnlitTransparent", "Unlit/Transparent"},
{"VRM/UnlitCutout", "Unlit/Transparent Cutout"},
{"UniGLTF/StandardVColor", UniGLTF.UniUnlit.UniUnlitUtil.ShaderName},
};
public static IReadOnlyDictionary<string, string> FallbackShaders => s_fallbackShaders;
}
}

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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 90dcef1978c51e74386b76d77689dc82
guid: feb59fa02250d3d4db41cfa1c2e2b032
MonoImporter:
externalObjects: {}
serializedVersion: 2

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@ -30,7 +30,7 @@ namespace VRM
//
// extensions.VRM.materialProperties に記録する
//
var prop = UniGLTF.ShaderPropExporter.PreShaderPropExporter.GetPropsForSupportedShader(m.shader.name);
var prop = UniGLTF.ShaderPropExporter.PreShaderPropExporter.GetPropsForMToon();
foreach (var kv in prop.Properties)
{
if (kv.ShaderPropertyType == UniGLTF.ShaderPropExporter.ShaderPropertyType.TexEnv)

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@ -55,9 +55,6 @@ namespace VRM
[MenuItem(DevelopmentMenuPrefix + "/Create UnityPackage", priority = 34)]
private static void CreateUnityPackage() => VRMExportUnityPackage.CreateUnityPackageWithoutBuild();
[MenuItem(DevelopmentMenuPrefix + "/Export ShaderProps Code", priority = 35)]
private static void ExportShaderPropertyCode() => ShaderPropMenu.PreExport();
#endif
}
}

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@ -1,5 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UniGLTF;
using UniGLTF.ShaderPropExporter;
@ -135,16 +134,16 @@ namespace VRM
renderQueue = m.renderQueue,
};
if (!PreShaderPropExporter.VRMExtensionShaders.Contains(m.shader.name))
if (m.shader.name != MToon.Utils.ShaderName)
{
material.shader = glTF_VRM_Material.VRM_USE_GLTFSHADER;
return material;
}
var prop = PreShaderPropExporter.GetPropsForSupportedShader(m.shader.name);
var prop = PreShaderPropExporter.GetPropsForMToon();
if (prop == null)
{
Debug.LogWarningFormat("Fail to export shader: {0}", m.shader.name);
throw new Exception("arienai");
}
else
{

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@ -11,21 +11,14 @@ namespace VRMShaders
public class MaterialFactory : IResponsibilityForDestroyObjects
{
private readonly IReadOnlyDictionary<SubAssetKey, Material> m_externalMap;
private readonly IReadOnlyDictionary<string, string> m_fallbackShaders;
public MaterialFactory(IReadOnlyDictionary<SubAssetKey, Material> externalMaterialMap)
public MaterialFactory(IReadOnlyDictionary<SubAssetKey, Material> externalMaterialMap, IReadOnlyDictionary<string, string> fallbackShaders)
{
m_externalMap = externalMaterialMap;
m_fallbackShaders = fallbackShaders;
}
// 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"},
{"UniGLTF/StandardVColor", UniGLTF.UniUnlit.UniUnlitUtil.ShaderName},
};
public struct MaterialLoadInfo
{
public SubAssetKey Key;
@ -117,7 +110,7 @@ namespace VRMShaders
{
throw new Exception("no shader name");
}
if (s_fallbackShaders.TryGetValue(shaderName, out string fallback))
if (m_fallbackShaders.TryGetValue(shaderName, out string fallback))
{
Debug.LogWarning($"fallback: {shaderName} => {fallback}");
shaderName = fallback;

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@ -1,8 +1,6 @@
{
"name": "VRMShaders.GLTF.IO.Runtime",
"references": [
"GUID:60c8346e00a8ddd4cafc5a02eceeec57"
],
"references": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,

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@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 36a5a07493511bd49b1ad9dbad2683d2
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,96 +0,0 @@
using System.Reflection;
using System.Linq;
using UnityEditor;
using UnityEngine;
using System.IO;
using UniGLTF.ShaderPropExporter;
using System.Collections.Generic;
namespace UniGLTF
{
public static class ShaderPropMenu
{
public static void PreExport()
{
foreach (var fi in typeof(PreExportShaders).GetFields(
BindingFlags.Static
| BindingFlags.Public
| BindingFlags.NonPublic))
{
var attr = fi.GetCustomAttributes(true).FirstOrDefault(y => y is PreExportShadersAttribute);
if (attr != null)
{
var supportedShaders = fi.GetValue(null) as SupportedShader[];
foreach (var supported in supportedShaders)
{
PreExport(supported);
}
}
}
}
static string EscapeShaderName(string name)
{
return name.Replace("/", "_").Replace(" ", "_");
}
static string ExportDir
{
get
{
return Application.dataPath + "/VRM/ShaderProperty/Runtime";
}
}
static void PreExport(SupportedShader supportedShader)
{
var shader = Shader.Find(supportedShader.ShaderName);
var props = ShaderProps.FromShader(shader);
var path = Path.Combine(ExportDir, supportedShader.TargetFolder);
path = Path.Combine(path, EscapeShaderName(supportedShader.ShaderName) + ".cs").Replace("\\", "/");
Debug.LogFormat("PreExport: {0}", path);
File.WriteAllText(path, ToString(props, shader.name));
}
static string ToString(ShaderProps props, string shaderName)
{
var list = new List<string>();
foreach (var prop in props.Properties)
{
list.Add(string.Format("new ShaderProperty(\"{0}\", ShaderPropertyType.{1})\r\n", prop.Key, prop.ShaderPropertyType));
}
return string.Format(@"using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{{
public static partial class PreShaderPropExporter
{{
[PreExportShader]
static KeyValuePair<string, ShaderProps> {0}
{{
get
{{
return new KeyValuePair<string, ShaderProps>(
""{1}"",
new ShaderProps
{{
Properties = new ShaderProperty[]{{
{2}
}}
}}
);
}}
}}
}}
}}
"
, EscapeShaderName(shaderName)
, shaderName
, string.Join(",", list.ToArray()));
}
}
}

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 5eb12c186c6337e4db278b5f01d47cae
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,17 +0,0 @@
{
"name": "VRMShaders.VRM.IO.Editor",
"references": [
"GUID:301b251fd9834274c9228e0532f444f7"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": false,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: bc66ece0f33b52446a0830c05781d4db
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: d9c97ad7f5bbcac489a47a2f34dfff00
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,20 +0,0 @@
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreExportShaders
{
const string GLTF_FOLDER = "GLTF";
#pragma warning disable 414
[PreExportShaders]
static SupportedShader[] SupportedShaders = new SupportedShader[]
{
new SupportedShader(GLTF_FOLDER, "Standard"),
new SupportedShader(GLTF_FOLDER, "Unlit/Color"),
new SupportedShader(GLTF_FOLDER, "Unlit/Texture"),
new SupportedShader(GLTF_FOLDER, "Unlit/Transparent"),
new SupportedShader(GLTF_FOLDER, "Unlit/Transparent Cutout"),
new SupportedShader(GLTF_FOLDER, "UniGLTF/UniUnlit"),
};
#pragma warning restore 414
}
}

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@ -1,52 +0,0 @@
using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreShaderPropExporter
{
[PreExportShader]
static KeyValuePair<string, ShaderProps> Standard
{
get
{
return new KeyValuePair<string, ShaderProps>(
"Standard",
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_Color", ShaderPropertyType.Color)
,new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
,new ShaderProperty("_Cutoff", ShaderPropertyType.Range)
,new ShaderProperty("_Glossiness", ShaderPropertyType.Range)
,new ShaderProperty("_GlossMapScale", ShaderPropertyType.Range)
,new ShaderProperty("_SmoothnessTextureChannel", ShaderPropertyType.Float)
,new ShaderProperty("_Metallic", ShaderPropertyType.Range)
,new ShaderProperty("_MetallicGlossMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_SpecularHighlights", ShaderPropertyType.Float)
,new ShaderProperty("_GlossyReflections", ShaderPropertyType.Float)
,new ShaderProperty("_BumpScale", ShaderPropertyType.Float)
,new ShaderProperty("_BumpMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_Parallax", ShaderPropertyType.Range)
,new ShaderProperty("_ParallaxMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_OcclusionStrength", ShaderPropertyType.Range)
,new ShaderProperty("_OcclusionMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_EmissionColor", ShaderPropertyType.Color)
,new ShaderProperty("_EmissionMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_DetailMask", ShaderPropertyType.TexEnv)
,new ShaderProperty("_DetailAlbedoMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_DetailNormalMapScale", ShaderPropertyType.Float)
,new ShaderProperty("_DetailNormalMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_UVSec", ShaderPropertyType.Float)
,new ShaderProperty("_Mode", ShaderPropertyType.Float)
,new ShaderProperty("_SrcBlend", ShaderPropertyType.Float)
,new ShaderProperty("_DstBlend", ShaderPropertyType.Float)
,new ShaderProperty("_ZWrite", ShaderPropertyType.Float)
}
}
);
}
}
}
}

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@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 54043e349b047bf4b8f127cd919a757d
timeCreated: 1533542890
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,34 +0,0 @@
using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreShaderPropExporter
{
[PreExportShader]
static KeyValuePair<string, ShaderProps> UniGLTF_UniUnlit
{
get
{
return new KeyValuePair<string, ShaderProps>(
"UniGLTF/UniUnlit",
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
,new ShaderProperty("_Color", ShaderPropertyType.Color)
,new ShaderProperty("_Cutoff", ShaderPropertyType.Range)
,new ShaderProperty("_BlendMode", ShaderPropertyType.Float)
,new ShaderProperty("_CullMode", ShaderPropertyType.Float)
,new ShaderProperty("_VColBlendMode", ShaderPropertyType.Float)
,new ShaderProperty("_SrcBlend", ShaderPropertyType.Float)
,new ShaderProperty("_DstBlend", ShaderPropertyType.Float)
,new ShaderProperty("_ZWrite", ShaderPropertyType.Float)
}
}
);
}
}
}
}

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@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: ad4b6b115b83ecd48a513f697afc95f0
timeCreated: 1537860074
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,26 +0,0 @@
using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreShaderPropExporter
{
[PreExportShader]
static KeyValuePair<string, ShaderProps> Unlit_Color
{
get
{
return new KeyValuePair<string, ShaderProps>(
"Unlit/Color",
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_Color", ShaderPropertyType.Color)
}
}
);
}
}
}
}

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@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 4f91421c5846d5d48933d2ee4ffeeceb
timeCreated: 1535186213
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,26 +0,0 @@
using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreShaderPropExporter
{
[PreExportShader]
static KeyValuePair<string, ShaderProps> Unlit_Texture
{
get
{
return new KeyValuePair<string, ShaderProps>(
"Unlit/Texture",
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
}
}
);
}
}
}
}

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@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 8273e1e61ad8e914baae94d06836f2ad
timeCreated: 1535186213
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -1,26 +0,0 @@
using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreShaderPropExporter
{
[PreExportShader]
static KeyValuePair<string, ShaderProps> Unlit_Transparent
{
get
{
return new KeyValuePair<string, ShaderProps>(
"Unlit/Transparent",
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
}
}
);
}
}
}
}

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@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: b98a8ee8ca13abb43809305cc4e5571a
timeCreated: 1535186213
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -1,27 +0,0 @@
using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreShaderPropExporter
{
[PreExportShader]
static KeyValuePair<string, ShaderProps> Unlit_Transparent_Cutout
{
get
{
return new KeyValuePair<string, ShaderProps>(
"Unlit/Transparent Cutout",
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
,new ShaderProperty("_Cutoff", ShaderPropertyType.Range)
}
}
);
}
}
}
}

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@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 844490f13976543478d82efe28251941
timeCreated: 1535186301
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
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@ -1,69 +1,63 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UniGLTF.ShaderPropExporter
namespace UniGLTF.ShaderPropExporter
{
public class PreExportShadersAttribute : Attribute { }
public class PreExportShaderAttribute : Attribute { }
public struct SupportedShader
/// <summary>
/// TODO: MToon にひきとってもらう
/// </summary>
public static class PreShaderPropExporter
{
public string TargetFolder;
public string ShaderName;
public SupportedShader(string targetFolder, string shaderName)
const string ShaderName = "VRM/MToon";
public static ShaderProps GetPropsForMToon()
{
TargetFolder = targetFolder;
ShaderName = shaderName;
return VRM_MToon;
}
}
public static partial class PreShaderPropExporter
{
public static readonly string[] VRMExtensionShaders = new string[]
{
"VRM/UnlitTransparentZWrite",
"VRM/MToon"
};
static Dictionary<string, ShaderProps> m_shaderPropMap;
public static ShaderProps GetPropsForSupportedShader(string shaderName)
{
if (m_shaderPropMap == null)
{
m_shaderPropMap = new Dictionary<string, ShaderProps>();
foreach (var prop in typeof(PreShaderPropExporter).GetProperties(BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic))
{
if (prop.GetCustomAttributes(typeof(PreExportShaderAttribute), true).Any())
static ShaderProps VRM_MToon =
new ShaderProps
{
var kv = (KeyValuePair<string, ShaderProps>)prop.GetValue(null, null);
m_shaderPropMap.Add(kv.Key, kv.Value);
}
}
}
ShaderProps props;
if (m_shaderPropMap.TryGetValue(shaderName, out props))
{
return props;
}
#if UNITY_EDITOR
// fallback
Debug.LogWarningFormat("{0} is not predefined shader. Use ShaderUtil", shaderName);
var shader = Shader.Find(shaderName);
return ShaderProps.FromShader(shader);
#else
return null;
#endif
}
Properties = new ShaderProperty[]{
new ShaderProperty("_Cutoff", ShaderPropertyType.Range)
,new ShaderProperty("_Color", ShaderPropertyType.Color)
,new ShaderProperty("_ShadeColor", ShaderPropertyType.Color)
,new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
,new ShaderProperty("_ShadeTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_BumpScale", ShaderPropertyType.Float)
,new ShaderProperty("_BumpMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_ReceiveShadowRate", ShaderPropertyType.Range)
,new ShaderProperty("_ReceiveShadowTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_ShadingGradeRate", ShaderPropertyType.Range)
,new ShaderProperty("_ShadingGradeTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_ShadeShift", ShaderPropertyType.Range)
,new ShaderProperty("_ShadeToony", ShaderPropertyType.Range)
,new ShaderProperty("_LightColorAttenuation", ShaderPropertyType.Range)
,new ShaderProperty("_IndirectLightIntensity", ShaderPropertyType.Range)
,new ShaderProperty("_RimColor", ShaderPropertyType.Color)
,new ShaderProperty("_RimTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_RimLightingMix", ShaderPropertyType.Range)
,new ShaderProperty("_RimFresnelPower", ShaderPropertyType.Range)
,new ShaderProperty("_RimLift", ShaderPropertyType.Range)
,new ShaderProperty("_SphereAdd", ShaderPropertyType.TexEnv)
,new ShaderProperty("_EmissionColor", ShaderPropertyType.Color)
,new ShaderProperty("_EmissionMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_OutlineWidthTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_OutlineWidth", ShaderPropertyType.Range)
,new ShaderProperty("_OutlineScaledMaxDistance", ShaderPropertyType.Range)
,new ShaderProperty("_OutlineColor", ShaderPropertyType.Color)
,new ShaderProperty("_OutlineLightingMix", ShaderPropertyType.Range)
,new ShaderProperty("_UvAnimMaskTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_UvAnimScrollX", ShaderPropertyType.Float)
,new ShaderProperty("_UvAnimScrollY", ShaderPropertyType.Float)
,new ShaderProperty("_UvAnimRotation", ShaderPropertyType.Float)
,new ShaderProperty("_MToonVersion", ShaderPropertyType.Float)
,new ShaderProperty("_DebugMode", ShaderPropertyType.Float)
,new ShaderProperty("_BlendMode", ShaderPropertyType.Float)
,new ShaderProperty("_OutlineWidthMode", ShaderPropertyType.Float)
,new ShaderProperty("_OutlineColorMode", ShaderPropertyType.Float)
,new ShaderProperty("_CullMode", ShaderPropertyType.Float)
,new ShaderProperty("_OutlineCullMode", ShaderPropertyType.Float)
,new ShaderProperty("_SrcBlend", ShaderPropertyType.Float)
,new ShaderProperty("_DstBlend", ShaderPropertyType.Float)
,new ShaderProperty("_ZWrite", ShaderPropertyType.Float)
}
};
}
}

View File

@ -1,16 +0,0 @@
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreExportShaders
{
const string VRM_TARGET_FOLDER = "VRM";
[PreExportShaders]
public static SupportedShader[] VRMSupportedShaders = new SupportedShader[]
{
new SupportedShader(VRM_TARGET_FOLDER, "VRM/MToon"),
new SupportedShader(VRM_TARGET_FOLDER, "VRM/UnlitTexture"),
new SupportedShader(VRM_TARGET_FOLDER, "VRM/UnlitCutout"),
new SupportedShader(VRM_TARGET_FOLDER, "VRM/UnlitTransparent"),
new SupportedShader(VRM_TARGET_FOLDER, "VRM/UnlitTransparentZWrite"),
};
}
}

View File

@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 625b5ee8b5811dc4a915a2fbb2cb319d
timeCreated: 1533035131
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,67 +0,0 @@
using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreShaderPropExporter
{
[PreExportShader]
static KeyValuePair<string, ShaderProps> VRM_MToon
{
get
{
return new KeyValuePair<string, ShaderProps>(
"VRM/MToon",
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_Cutoff", ShaderPropertyType.Range)
,new ShaderProperty("_Color", ShaderPropertyType.Color)
,new ShaderProperty("_ShadeColor", ShaderPropertyType.Color)
,new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
,new ShaderProperty("_ShadeTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_BumpScale", ShaderPropertyType.Float)
,new ShaderProperty("_BumpMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_ReceiveShadowRate", ShaderPropertyType.Range)
,new ShaderProperty("_ReceiveShadowTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_ShadingGradeRate", ShaderPropertyType.Range)
,new ShaderProperty("_ShadingGradeTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_ShadeShift", ShaderPropertyType.Range)
,new ShaderProperty("_ShadeToony", ShaderPropertyType.Range)
,new ShaderProperty("_LightColorAttenuation", ShaderPropertyType.Range)
,new ShaderProperty("_IndirectLightIntensity", ShaderPropertyType.Range)
,new ShaderProperty("_RimColor", ShaderPropertyType.Color)
,new ShaderProperty("_RimTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_RimLightingMix", ShaderPropertyType.Range)
,new ShaderProperty("_RimFresnelPower", ShaderPropertyType.Range)
,new ShaderProperty("_RimLift", ShaderPropertyType.Range)
,new ShaderProperty("_SphereAdd", ShaderPropertyType.TexEnv)
,new ShaderProperty("_EmissionColor", ShaderPropertyType.Color)
,new ShaderProperty("_EmissionMap", ShaderPropertyType.TexEnv)
,new ShaderProperty("_OutlineWidthTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_OutlineWidth", ShaderPropertyType.Range)
,new ShaderProperty("_OutlineScaledMaxDistance", ShaderPropertyType.Range)
,new ShaderProperty("_OutlineColor", ShaderPropertyType.Color)
,new ShaderProperty("_OutlineLightingMix", ShaderPropertyType.Range)
,new ShaderProperty("_UvAnimMaskTexture", ShaderPropertyType.TexEnv)
,new ShaderProperty("_UvAnimScrollX", ShaderPropertyType.Float)
,new ShaderProperty("_UvAnimScrollY", ShaderPropertyType.Float)
,new ShaderProperty("_UvAnimRotation", ShaderPropertyType.Float)
,new ShaderProperty("_MToonVersion", ShaderPropertyType.Float)
,new ShaderProperty("_DebugMode", ShaderPropertyType.Float)
,new ShaderProperty("_BlendMode", ShaderPropertyType.Float)
,new ShaderProperty("_OutlineWidthMode", ShaderPropertyType.Float)
,new ShaderProperty("_OutlineColorMode", ShaderPropertyType.Float)
,new ShaderProperty("_CullMode", ShaderPropertyType.Float)
,new ShaderProperty("_OutlineCullMode", ShaderPropertyType.Float)
,new ShaderProperty("_SrcBlend", ShaderPropertyType.Float)
,new ShaderProperty("_DstBlend", ShaderPropertyType.Float)
,new ShaderProperty("_ZWrite", ShaderPropertyType.Float)
}
}
);
}
}
}
}

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@ -1,12 +0,0 @@
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@ -1,27 +0,0 @@
using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreShaderPropExporter
{
[PreExportShader]
static KeyValuePair<string, ShaderProps> VRM_UnlitCutout
{
get
{
return new KeyValuePair<string, ShaderProps>(
"VRM/UnlitCutout",
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
,new ShaderProperty("_Cutoff", ShaderPropertyType.Range)
}
}
);
}
}
}
}

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@ -1,26 +0,0 @@
using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreShaderPropExporter
{
[PreExportShader]
static KeyValuePair<string, ShaderProps> VRM_UnlitTexture
{
get
{
return new KeyValuePair<string, ShaderProps>(
"VRM/UnlitTexture",
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
}
}
);
}
}
}
}

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@ -1,12 +0,0 @@
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@ -1,26 +0,0 @@
using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreShaderPropExporter
{
[PreExportShader]
static KeyValuePair<string, ShaderProps> VRM_UnlitTransparent
{
get
{
return new KeyValuePair<string, ShaderProps>(
"VRM/UnlitTransparent",
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
}
}
);
}
}
}
}

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@ -1,12 +0,0 @@
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@ -1,26 +0,0 @@
using System.Collections.Generic;
namespace UniGLTF.ShaderPropExporter
{
public static partial class PreShaderPropExporter
{
[PreExportShader]
static KeyValuePair<string, ShaderProps> VRM_UnlitTransparentZWrite
{
get
{
return new KeyValuePair<string, ShaderProps>(
"VRM/UnlitTransparentZWrite",
new ShaderProps
{
Properties = new ShaderProperty[]{
new ShaderProperty("_MainTex", ShaderPropertyType.TexEnv)
}
}
);
}
}
}
}

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