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テストシーン
Expression の TextureTransform にも変換必要
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8
Assets/UniGLTF/Samples.meta
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Assets/UniGLTF/Samples.meta
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Assets/UniGLTF/Samples/ScreenSpace.meta
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Assets/UniGLTF/Samples/ScreenSpace/ScaleOffset.cs
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Assets/UniGLTF/Samples/ScreenSpace/ScaleOffset.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UniGLTF.Samples
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{
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/// <summary>
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/// ScaleOffset の検証
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/// </summary>
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public class ScaleOffset : MonoBehaviour
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{
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[SerializeField]
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public Vector2 Scale = Vector2.one;
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[SerializeField]
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public Vector2 Offset = Vector2.zero;
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[SerializeField]
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Material Unity;
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[SerializeField]
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Material Gltf;
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void OnValidate()
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{
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Execute();
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}
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// Update is called once per frame
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void Update()
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{
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Execute();
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}
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const string PROP_NAME = "_MainTex";
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/// <summary>
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/// https://github.com/vrm-c/UniVRM/issues/930
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/// </summary>
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/// <param name="s"></param>
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/// <param name="o"></param>
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/// <returns></returns>
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public static (Vector2, Vector2) ConvScaleOffset(Vector2 s, Vector2 o)
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{
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return (new Vector2(s.x, s.y), new Vector2(o.x, 1 - o.y - s.y));
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}
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void Execute()
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{
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Unity.SetTextureScale(PROP_NAME, Scale);
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Unity.SetTextureOffset(PROP_NAME, Offset);
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var (s, o) = ConvScaleOffset(Scale, Offset);
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Gltf.SetTextureScale(PROP_NAME, s);
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Gltf.SetTextureOffset(PROP_NAME, o);
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}
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}
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}
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11
Assets/UniGLTF/Samples/ScreenSpace/ScaleOffset.cs.meta
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Assets/UniGLTF/Samples/ScreenSpace/ScreenSpace.unity
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m_Offset: {x: 0, y: 0}
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m_Floats:
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- _BumpScale: 1
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- _Cutoff: 0.5
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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- _Glossiness: 0.5
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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8
Assets/UniGLTF/Samples/ScreenSpace/b.mat.meta
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Assets/UniGLTF/Samples/ScreenSpace/b.png
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92
Assets/UniGLTF/Samples/ScreenSpace/b.png.meta
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58
Assets/UniGLTF/Samples/ScreenSpace/uv_color.shader
Normal file
58
Assets/UniGLTF/Samples/ScreenSpace/uv_color.shader
Normal file
|
|
@ -0,0 +1,58 @@
|
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Shader "Unlit/uv_color"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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9
Assets/UniGLTF/Samples/ScreenSpace/uv_color.shader.meta
Normal file
9
Assets/UniGLTF/Samples/ScreenSpace/uv_color.shader.meta
Normal file
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Loading…
Reference in New Issue
Block a user