UniVRM/Assets/VRM/Runtime/IO/VRMURPMaterialDescriptorGenerator.cs
2021-08-31 19:31:42 +09:00

35 lines
1.1 KiB
C#

using UniGLTF;
using UnityEngine;
using VRMShaders;
namespace VRM
{
public sealed class VRMUrpMaterialDescriptorGenerator : IMaterialDescriptorGenerator
{
readonly glTF_VRM_extensions m_vrm;
public VRMUrpMaterialDescriptorGenerator(glTF_VRM_extensions vrm)
{
m_vrm = vrm;
}
public MaterialDescriptor Get(GltfData data, int i)
{
// mtoon URP "MToon" shader is not ready. import fallback to unlit
// unlit "UniUnlit" work in URP
if (!GltfUnlitMaterialImporter.TryCreateParam(data, i, out MaterialDescriptor matDesc))
{
// pbr "Standard" to "Universal Render Pipeline/Lit"
if (!GltfPbrUrpMaterialImporter.TryCreateParam(data, i, out matDesc))
{
// fallback
#if VRM_DEVELOP
Debug.LogWarning($"material: {i} out of range. fallback");
#endif
return new MaterialDescriptor(GltfMaterialDescriptorGenerator.GetMaterialName(i, null), GltfPbrMaterialImporter.ShaderName);
}
}
return matDesc;
}
}
}