using UniGLTF; namespace UniVRM10 { public static class Vrm10MaterialDescriptorGeneratorUtility { public static IMaterialDescriptorGenerator GetValidVrm10MaterialDescriptorGenerator() { return RenderPipelineUtility.GetRenderPipelineType() switch { RenderPipelineTypes.UniversalRenderPipeline => new UrpVrm10MaterialDescriptorGenerator(), RenderPipelineTypes.BuiltinRenderPipeline => new BuiltInVrm10MaterialDescriptorGenerator(), _ => new BuiltInVrm10MaterialDescriptorGenerator(), }; } } }