UniVRM/Assets/VRM10/Runtime/Components/Expression/PreviewMaterialItem.cs
2021-04-01 12:16:45 +09:00

172 lines
5.5 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UniGLTF.Extensions.VRMC_vrm;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UniVRM10
{
public enum ShaderPropertyType
{
//
// 概要:
// Color Property.
Color = 0,
//
// 概要:
// Vector Property.
Vector = 1,
//
// 概要:
// Float Property.
Float = 2,
//
// 概要:
// Range Property.
Range = 3,
//
// 概要:
// Texture Property.
TexEnv = 4
}
[Serializable]
public struct PropItem
{
public string Name;
public ShaderPropertyType PropertyType;
public Vector4 DefaultValues;
}
/// <summary>
/// Material 一つ分のプロパティを蓄えている
///
/// * PreviewSceneManager で使う
/// * MaterialValueBindingMerger で使う
///
/// </summary>
[Serializable]
public sealed class PreviewMaterialItem
{
public readonly Material Material;
public PreviewMaterialItem(Material material)
{
Material = material;
}
public Dictionary<UniGLTF.Extensions.VRMC_vrm.MaterialColorType, PropItem> PropMap = new Dictionary<UniGLTF.Extensions.VRMC_vrm.MaterialColorType, PropItem>();
public string[] PropNames
{
get;
private set;
}
public void RestoreInitialValues()
{
foreach (var prop in PropMap)
{
Material.SetColor(prop.Value.Name, prop.Value.DefaultValues);
}
}
#if UNITY_EDITOR
public const string UV_PROPERTY = "_MainTex_ST";
public const string COLOR_PROPERTY = "_Color";
public const string EMISSION_COLOR_PROPERTY = "_EmissionColor";
public const string RIM_COLOR_PROPERTY = "_RimColor";
public const string OUTLINE_COLOR_PROPERTY = "_OutlineColor";
public const string SHADE_COLOR_PROPERTY = "_ShadeColor";
public static MaterialColorType GetBindType(string property)
{
switch (property)
{
case COLOR_PROPERTY:
return MaterialColorType.color;
case EMISSION_COLOR_PROPERTY:
return MaterialColorType.emissionColor;
case RIM_COLOR_PROPERTY:
return MaterialColorType.rimColor;
case SHADE_COLOR_PROPERTY:
return MaterialColorType.shadeColor;
case OUTLINE_COLOR_PROPERTY:
return MaterialColorType.outlineColor;
}
throw new NotImplementedException();
}
public static PreviewMaterialItem CreateForPreview(Material material)
{
var item = new PreviewMaterialItem(material);
var propNames = new List<string>();
for (int i = 0; i < ShaderUtil.GetPropertyCount(material.shader); ++i)
{
var propType = ShaderUtil.GetPropertyType(material.shader, i);
var name = ShaderUtil.GetPropertyName(material.shader, i);
switch (propType)
{
case ShaderUtil.ShaderPropertyType.Color:
// 色
{
var bindType = GetBindType(name);
item.PropMap.Add(bindType, new PropItem
{
Name = name,
PropertyType = (UniVRM10.ShaderPropertyType)Enum.Parse(typeof(UniVRM10.ShaderPropertyType), propType.ToString(), true),
DefaultValues = material.GetColor(name),
});
propNames.Add(name);
}
break;
case ShaderUtil.ShaderPropertyType.TexEnv:
// テクスチャ
// {
// name += "_ST";
// item.PropMap.Add(name, new PropItem
// {
// PropertyType = propType,
// DefaultValues = material.GetVector(name),
// });
// propNames.Add(name);
// }
// // 縦横分離用
// {
// var st_name = name + "_S";
// item.PropMap.Add(st_name, new PropItem
// {
// PropertyType = propType,
// DefaultValues = material.GetVector(name),
// });
// propNames.Add(st_name);
// }
// {
// var st_name = name + "_T";
// item.PropMap.Add(st_name, new PropItem
// {
// PropertyType = propType,
// DefaultValues = material.GetVector(name),
// });
// propNames.Add(st_name);
// }
break;
}
}
item.PropNames = propNames.ToArray();
return item;
}
#endif
}
}