using System; using UniGLTF; using UnityEngine; using UnityEngine.Rendering; namespace UniVRM10.VRM10Viewer { public class CustomMaterialContext { private static readonly int BaseMap = Shader.PropertyToID("_BaseMap"); public readonly Material Material; public Texture BaseTexture { get => Material.GetTexture(BaseMap); set => Material.SetTexture(BaseMap, value); } public Vector2 BaseTextureOffset { get => Material.GetTextureOffset(BaseMap); set => Material.SetTextureOffset(BaseMap, value); } public Vector2 BaseTextureScale { get => Material.GetTextureScale(BaseMap); set => Material.SetTextureScale(BaseMap, value); } public CustomMaterialContext(Material material) { Material = material; } public void Validate() { } } }