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https://github.com/vrm-c/UniVRM.git
synced 2026-10-03 00:01:46 -05:00
Rename
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@@ -6,7 +6,7 @@ using VRMShaders;
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namespace UniVRM10
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{
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public static class Vrm10MToonMaterialImporter
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public static class Vrm10MToonMaterialTextureImporter
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{
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public static bool TryGetBaseColorTexture(GltfParser parser, glTFMaterial src, out (SubAssetKey, TextureImportParam) pair)
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{
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@@ -81,21 +81,21 @@ namespace UniVRM10
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if (UniGLTF.Extensions.VRMC_materials_mtoon.GltfDeserializer.TryGet(m.extensions, out var mToon))
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{
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// Enumerate VRM MToon Textures
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if (Vrm10MToonMaterialImporter.TryGetBaseColorTexture(parser, m, out var litTex))
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if (Vrm10MToonMaterialTextureImporter.TryGetBaseColorTexture(parser, m, out var litTex))
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yield return litTex;
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if (Vrm10MToonMaterialImporter.TryGetNormalTexture(parser, m, out var normalTex))
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if (Vrm10MToonMaterialTextureImporter.TryGetNormalTexture(parser, m, out var normalTex))
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yield return normalTex;
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if (Vrm10MToonMaterialImporter.TryGetShadeMultiplyTexture(parser, mToon, out var shadeTex))
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if (Vrm10MToonMaterialTextureImporter.TryGetShadeMultiplyTexture(parser, mToon, out var shadeTex))
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yield return shadeTex;
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if (Vrm10MToonMaterialImporter.TryGetShadingShiftTexture(parser, mToon, out var shadeShiftTex))
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if (Vrm10MToonMaterialTextureImporter.TryGetShadingShiftTexture(parser, mToon, out var shadeShiftTex))
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yield return shadeShiftTex;
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if (Vrm10MToonMaterialImporter.TryGetMatcapTexture(parser, mToon, out var matcapTex))
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if (Vrm10MToonMaterialTextureImporter.TryGetMatcapTexture(parser, mToon, out var matcapTex))
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yield return matcapTex;
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if (Vrm10MToonMaterialImporter.TryGetRimMultiplyTexture(parser, mToon, out var rimTex))
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if (Vrm10MToonMaterialTextureImporter.TryGetRimMultiplyTexture(parser, mToon, out var rimTex))
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yield return rimTex;
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if (Vrm10MToonMaterialImporter.TryGetOutlineWidthMultiplyTexture(parser, mToon, out var outlineTex))
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if (Vrm10MToonMaterialTextureImporter.TryGetOutlineWidthMultiplyTexture(parser, mToon, out var outlineTex))
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yield return outlineTex;
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if (Vrm10MToonMaterialImporter.TryGetUvAnimationMaskTexture(parser, mToon, out var uvAnimMaskTex))
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if (Vrm10MToonMaterialTextureImporter.TryGetUvAnimationMaskTexture(parser, mToon, out var uvAnimMaskTex))
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yield return uvAnimMaskTex;
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}
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else
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