using UnityEngine; using System; using UnityEngine.Rendering; #if UNITY_EDITOR using UnityEditor; #endif namespace UniGLTF { public interface IMaterialImporter { Material CreateMaterial(int i, glTFMaterial src); } public class MaterialImporter : IMaterialImporter { IShaderStore m_shaderStore; ImporterContext m_context; protected ImporterContext Context { get { return m_context; } } public MaterialImporter(IShaderStore shaderStore, ImporterContext context) { m_shaderStore = shaderStore; m_context = context; } private enum BlendMode { Opaque, Cutout, Fade, Transparent } /// StandardShader vaiables /// /// _Color /// _MainTex /// _Cutoff /// _Glossiness /// _Metallic /// _MetallicGlossMap /// _BumpScale /// _BumpMap /// _Parallax /// _ParallaxMap /// _OcclusionStrength /// _OcclusionMap /// _EmissionColor /// _EmissionMap /// _DetailMask /// _DetailAlbedoMap /// _DetailNormalMapScale /// _DetailNormalMap /// _UVSec /// _EmissionScaleUI /// _EmissionColorUI /// _Mode /// _SrcBlend /// _DstBlend /// _ZWrite public virtual Material CreateMaterial(int i, glTFMaterial x) { var shader = m_shaderStore.GetShader(x); //Debug.LogFormat("[{0}]{1}", i, shader.name); var material = new Material(shader); #if UNITY_EDITOR // textureImporter.SaveAndReimport(); may destory this material material.hideFlags = HideFlags.DontUnloadUnusedAsset; #endif material.name = (x == null || string.IsNullOrEmpty(x.name)) ? string.Format("material_{0:00}", i) : x.name ; if (x == null) { Debug.LogWarning("glTFMaterial is empty"); return material; } // unlit material if (x.extensions != null && x.extensions.KHR_materials_unlit != null) { // texture var texture = m_context.GetTexture(x.pbrMetallicRoughness.baseColorTexture.index); if (texture != null) { material.mainTexture = texture.Texture; } // color if (x.pbrMetallicRoughness.baseColorFactor != null && x.pbrMetallicRoughness.baseColorFactor.Length == 4) { var color = x.pbrMetallicRoughness.baseColorFactor; material.color = new Color(color[0], color[1], color[2], color[3]); } //renderMode if (x.alphaMode == "OPAQUE") { UniUnlit.Utils.SetRenderMode(material, UniUnlit.UniUnlitRenderMode.Opaque); } else if (x.alphaMode == "BLEND") { UniUnlit.Utils.SetRenderMode(material, UniUnlit.UniUnlitRenderMode.Transparent); } else if(x.alphaMode == "MASK") { UniUnlit.Utils.SetRenderMode(material, UniUnlit.UniUnlitRenderMode.Cutout); } else { // default OPAQUE UniUnlit.Utils.SetRenderMode(material, UniUnlit.UniUnlitRenderMode.Opaque); } // culling if (x.doubleSided) { UniUnlit.Utils.SetCullMode(material, UniUnlit.UniUnlitCullMode.Off); } else { UniUnlit.Utils.SetCullMode(material, UniUnlit.UniUnlitCullMode.Back); } UniUnlit.Utils.ValidateProperties(material, true); return material; } // PBR material if (x.pbrMetallicRoughness != null) { if (x.pbrMetallicRoughness.baseColorFactor != null && x.pbrMetallicRoughness.baseColorFactor.Length == 4) { var color = x.pbrMetallicRoughness.baseColorFactor; material.color = new Color(color[0], color[1], color[2], color[3]); } if (x.pbrMetallicRoughness.baseColorTexture != null && x.pbrMetallicRoughness.baseColorTexture.index != -1) { var texture = m_context.GetTexture(x.pbrMetallicRoughness.baseColorTexture.index); if (texture != null) { material.mainTexture = texture.Texture; } } if (x.pbrMetallicRoughness.metallicRoughnessTexture != null && x.pbrMetallicRoughness.metallicRoughnessTexture.index != -1) { material.EnableKeyword("_METALLICGLOSSMAP"); var texture = Context.GetTexture(x.pbrMetallicRoughness.metallicRoughnessTexture.index); if (texture != null) { var prop = "_MetallicGlossMap"; material.SetTexture(prop, texture.ConvertTexture(prop)); } } material.SetFloat("_Metallic", x.pbrMetallicRoughness.metallicFactor); material.SetFloat("_Glossiness", 1.0f - x.pbrMetallicRoughness.roughnessFactor); } if (x.normalTexture != null && x.normalTexture.index != -1) { material.EnableKeyword("_NORMALMAP"); var texture = Context.GetTexture(x.normalTexture.index); if (texture != null) { var prop = "_BumpMap"; material.SetTexture(prop, texture.ConvertTexture(prop)); material.SetFloat("_BumpScale", x.normalTexture.scale); } } if (x.occlusionTexture != null && x.occlusionTexture.index != -1) { var texture = Context.GetTexture(x.occlusionTexture.index); if (texture != null) { var prop = "_OcclusionMap"; material.SetTexture(prop, texture.ConvertTexture(prop)); material.SetFloat("_OcclusionStrength", x.occlusionTexture.strength); } } if (x.emissiveFactor != null || (x.emissiveTexture != null && x.emissiveTexture.index != -1)) { material.EnableKeyword("_EMISSION"); material.globalIlluminationFlags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack; if (x.emissiveFactor != null && x.emissiveFactor.Length == 3) { material.SetColor("_EmissionColor", new Color(x.emissiveFactor[0], x.emissiveFactor[1], x.emissiveFactor[2])); } if (x.emissiveTexture.index != -1) { var texture = Context.GetTexture(x.emissiveTexture.index); if (texture != null) { material.SetTexture("_EmissionMap", texture.Texture); } } } BlendMode blendMode = BlendMode.Opaque; // https://forum.unity.com/threads/standard-material-shader-ignoring-setfloat-property-_mode.344557/#post-2229980 switch (x.alphaMode) { case "BLEND": blendMode = BlendMode.Fade; material.SetOverrideTag("RenderType", "Transparent"); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.EnableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = 3000; break; case "MASK": blendMode = BlendMode.Cutout; material.SetOverrideTag("RenderType", "TransparentCutout"); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); material.SetInt("_ZWrite", 1); material.EnableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = 2450; break; default: // OPAQUE blendMode = BlendMode.Opaque; material.SetOverrideTag("RenderType", ""); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); material.SetInt("_ZWrite", 1); material.DisableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = -1; break; } material.SetFloat("_Mode", (float)blendMode); return material; } } }