UniVRM/Scripts/Format/VRMMaterialImporter.cs
2018-09-27 18:09:06 +09:00

125 lines
4.0 KiB
C#

using System.Collections.Generic;
using UniGLTF;
using UnityEngine;
using System.Linq;
using System;
namespace VRM
{
public class VRMMaterialImporter : MaterialImporter
{
List<glTF_VRM_Material> m_materials;
public VRMMaterialImporter(ImporterContext context, List<glTF_VRM_Material> materials) : base(new ShaderStore(context, "VRM/UnlitTexture"), context)
{
m_materials = materials;
}
static string[] VRM_SHADER_NAMES =
{
"Standard",
"VRM/MToon",
"UniGLTF/UniUnlit",
"VRM/UnlitTexture",
"VRM/UnlitCutout",
"VRM/UnlitTransparent",
"VRM/UnlitTransparentZWrite",
};
static bool UseConverted(bool isPlaying, string shader, string prop)
{
if (isPlaying && prop == "_BumpMap") return true;
if (prop == "_MetallicGlossMap") return true;
if (prop == "_OcclusionMap") return true;
return false;
}
public override Material CreateMaterial(int i, glTFMaterial src)
{
if(i==0 && m_materials.Count == 0)
{
// dummy
return new Material(Shader.Find("Standard"));
}
var item = m_materials[i];
var shaderName = item.shader;
var shader = Shader.Find(shaderName);
if (shader == null)
{
//
// no shader
//
if (VRM_SHADER_NAMES.Contains(shaderName))
{
Debug.LogErrorFormat("shader {0} not found. set Assets/VRM/Shaders/VRMShaders to Edit - project setting - Graphics - preloaded shaders", shaderName);
}
else
{
Debug.LogWarningFormat("unknown shader {0}.", shaderName);
}
return base.CreateMaterial(i, src);
}
//
// restore VRM material
//
var material = new Material(shader);
material.name = item.name;
material.renderQueue = item.renderQueue;
foreach (var kv in item.floatProperties)
{
material.SetFloat(kv.Key, kv.Value);
}
foreach (var kv in item.vectorProperties)
{
if (item.textureProperties.ContainsKey(kv.Key))
{
// texture offset & scale
material.SetTextureOffset(kv.Key, new Vector2(kv.Value[0], kv.Value[1]));
material.SetTextureScale(kv.Key, new Vector2(kv.Value[2], kv.Value[3]));
}
else
{
// vector4
var v = new Vector4(kv.Value[0], kv.Value[1], kv.Value[2], kv.Value[3]);
material.SetVector(kv.Key, v);
}
}
foreach (var kv in item.textureProperties)
{
var texture = Context.GetTexture(kv.Value);
if (texture != null)
{
if(UseConverted(Application.isPlaying, shaderName, kv.Key))
{
material.SetTexture(kv.Key, texture.Converted);
}
else
{
material.SetTexture(kv.Key, texture.Texture);
}
}
}
foreach (var kv in item.keywordMap)
{
if (kv.Value)
{
material.EnableKeyword(kv.Key);
}
else
{
material.DisableKeyword(kv.Key);
}
}
foreach (var kv in item.tagMap)
{
material.SetOverrideTag(kv.Key, kv.Value);
}
return material;
}
}
}