UniVRM/Assets/VRM/Runtime/Format/glTF_VRM_Material.cs

33 lines
1.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UniGLTF;
using UniJSON;
namespace VRM
{
[Serializable]
[JsonSchema(Title = "vrm.material")]
public class glTF_VRM_Material
{
public string name;
public string shader;
public int renderQueue = -1;
public Dictionary<string, float> floatProperties = new Dictionary<string, float>();
public Dictionary<string, float[]> vectorProperties = new Dictionary<string, float[]>();
public Dictionary<string, int> textureProperties = new Dictionary<string, int>();
public Dictionary<string, bool> keywordMap = new Dictionary<string, bool>();
public Dictionary<string, string> tagMap = new Dictionary<string, string>();
public static readonly string VRM_USE_GLTFSHADER = "VRM_USE_GLTFSHADER";
static Utf8String s_floatProperties = Utf8String.From("floatProperties");
static Utf8String s_vectorProperties = Utf8String.From("vectorProperties");
static Utf8String s_keywordMap = Utf8String.From("keywordMap");
static Utf8String s_tagMap = Utf8String.From("tagMap");
static Utf8String s_textureProperties = Utf8String.From("textureProperties");
}
}