[1.0][exporter]未知のMaterial(Shader)が含まれることを検知

This commit is contained in:
ousttrue
2022-03-07 16:08:17 +09:00
parent 075e3da6b0
commit 7207629094
8 changed files with 114 additions and 37 deletions

View File

@@ -3,6 +3,9 @@ using UnityEngine;
namespace UniGLTF
{
/// <summary>
/// MeshExportValidator から使われる
/// </summary>
public interface IMaterialValidator
{
/// <summary>

View File

@@ -85,7 +85,7 @@ namespace UniGLTF
var gltfMaterial = MaterialValidator.GetGltfMaterialTypeFromUnityShaderName(m.shader.name);
if (string.IsNullOrEmpty(gltfMaterial))
{
yield return Validation.Warning($"{m}: unknown shader: {m.shader.name} => export as gltf default");
yield return Validation.Warning($"{m}: unknown shader: {m.shader.name} => export as gltf default", ValidationContext.Create(m));
}
var used = new HashSet<Texture>();

View File

@@ -121,42 +121,6 @@ namespace VRM
m_meshes = null;
}
/// <summary>
/// VRM0
/// </summary>
class VRMMaterialValidator : DefaultMaterialValidator
{
public override string GetGltfMaterialTypeFromUnityShaderName(string shaderName)
{
var name = VRMMaterialExporter.VrmMaterialName(shaderName);
if (!string.IsNullOrEmpty(name))
{
return name;
}
return base.GetGltfMaterialTypeFromUnityShaderName(shaderName);
}
public override IEnumerable<(string propertyName, Texture texture)> EnumerateTextureProperties(Material m)
{
if (m.shader.name != "VRM/MToon")
{
foreach (var x in base.EnumerateTextureProperties(m))
{
yield return x;
}
}
var prop = UniGLTF.ShaderPropExporter.PreShaderPropExporter.GetPropsForSupportedShader(m.shader.name);
foreach (var kv in prop.Properties)
{
if (kv.ShaderPropertyType == UniGLTF.ShaderPropExporter.ShaderPropertyType.TexEnv)
{
yield return (kv.Key, m.GetTexture(kv.Key));
}
}
}
}
protected override IEnumerable<Validator> ValidatorFactory()
{
// ヒエラルキー のチェック

View File

@@ -0,0 +1,43 @@
using System.Collections.Generic;
using UnityEngine;
namespace VRM
{
/// <summary>
/// VRM0
/// </summary>
class VRMMaterialValidator : UniGLTF.DefaultMaterialValidator
{
public override string GetGltfMaterialTypeFromUnityShaderName(string shaderName)
{
var name = VRMMaterialExporter.VrmMaterialName(shaderName);
if (!string.IsNullOrEmpty(name))
{
return name;
}
return base.GetGltfMaterialTypeFromUnityShaderName(shaderName);
}
public override IEnumerable<(string propertyName, Texture texture)> EnumerateTextureProperties(Material m)
{
if (m.shader.name != "VRM/MToon")
{
// PBR, Unlit
foreach (var x in base.EnumerateTextureProperties(m))
{
yield return x;
}
}
// all
var prop = UniGLTF.ShaderPropExporter.PreShaderPropExporter.GetPropsForSupportedShader(m.shader.name);
foreach (var kv in prop.Properties)
{
if (kv.ShaderPropertyType == UniGLTF.ShaderPropExporter.ShaderPropertyType.TexEnv)
{
yield return (kv.Key, m.GetTexture(kv.Key));
}
}
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 43a9939275e36534797e9be6fb83c71e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,41 @@
using System.Collections.Generic;
using UnityEngine;
namespace UniVRM10
{
/// <summary>
/// VRM0
/// </summary>
class VRM10MaterialValidator : UniGLTF.DefaultMaterialValidator
{
const string MTOON_SHADER_NAME = "VRM10/MToon10";
public override string GetGltfMaterialTypeFromUnityShaderName(string shaderName)
{
switch (shaderName)
{
case MTOON_SHADER_NAME:
return "VRMC_materials_mtoon";
}
// TODO: VRM-0.X
return base.GetGltfMaterialTypeFromUnityShaderName(shaderName);
}
public override IEnumerable<(string propertyName, Texture texture)> EnumerateTextureProperties(Material m)
{
if (m.shader.name == MTOON_SHADER_NAME)
{
// TODO
}
else
{
foreach (var x in base.EnumerateTextureProperties(m))
{
yield return x;
}
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 77bcf6c00ae8990488aaea60f0ec9173
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -136,6 +136,10 @@ namespace UniVRM10
yield break;
}
// Mesh/Renderer のチェック
m_meshes.MaterialValidator = new VRM10MaterialValidator();
yield return m_meshes.Validate;
yield return HumanoidValidator.Validate_TPose;
// MeshUtility.Validators.HumanoidValidator.EnableFreeze = false;