テストシーン

Expression の TextureTransform にも変換必要
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ousttrue 2021-09-17 20:32:16 +09:00
parent 62947f47f8
commit 9fbfeb2d4b
16 changed files with 1081 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UniGLTF.Samples
{
/// <summary>
/// ScaleOffset の検証
/// </summary>
public class ScaleOffset : MonoBehaviour
{
[SerializeField]
public Vector2 Scale = Vector2.one;
[SerializeField]
public Vector2 Offset = Vector2.zero;
[SerializeField]
Material Unity;
[SerializeField]
Material Gltf;
void OnValidate()
{
Execute();
}
// Update is called once per frame
void Update()
{
Execute();
}
const string PROP_NAME = "_MainTex";
/// <summary>
/// https://github.com/vrm-c/UniVRM/issues/930
/// </summary>
/// <param name="s"></param>
/// <param name="o"></param>
/// <returns></returns>
public static (Vector2, Vector2) ConvScaleOffset(Vector2 s, Vector2 o)
{
return (new Vector2(s.x, s.y), new Vector2(o.x, 1 - o.y - s.y));
}
void Execute()
{
Unity.SetTextureScale(PROP_NAME, Scale);
Unity.SetTextureOffset(PROP_NAME, Offset);
var (s, o) = ConvScaleOffset(Scale, Offset);
Gltf.SetTextureScale(PROP_NAME, s);
Gltf.SetTextureOffset(PROP_NAME, o);
}
}
}

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Shader "Unlit/uv_color"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
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