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112 lines
3.0 KiB
C#
112 lines
3.0 KiB
C#
#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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#endif
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namespace UniGLTF.ShaderPropExporter
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{
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public enum ShaderPropertyType
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{
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TexEnv,
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Color,
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Range,
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Float,
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Vector,
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}
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public struct ShaderProperty
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{
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public string Key;
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public ShaderPropertyType ShaderPropertyType;
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public ShaderProperty(string key, ShaderPropertyType propType)
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{
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Key = key;
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ShaderPropertyType = propType;
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}
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}
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public class ShaderProps
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{
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public ShaderProperty[] Properties;
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#if UNITY_EDITOR
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static ShaderPropertyType ConvType(ShaderUtil.ShaderPropertyType src)
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{
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switch (src)
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{
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case ShaderUtil.ShaderPropertyType.TexEnv: return ShaderPropertyType.TexEnv;
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case ShaderUtil.ShaderPropertyType.Color: return ShaderPropertyType.Color;
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case ShaderUtil.ShaderPropertyType.Float: return ShaderPropertyType.Float;
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case ShaderUtil.ShaderPropertyType.Range: return ShaderPropertyType.Range;
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case ShaderUtil.ShaderPropertyType.Vector: return ShaderPropertyType.Vector;
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default: throw new NotImplementedException();
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}
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}
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public static ShaderProps FromShader(Shader shader)
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{
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var properties = new List<ShaderProperty>();
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for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i)
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{
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var name = ShaderUtil.GetPropertyName(shader, i);
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var propType = ShaderUtil.GetPropertyType(shader, i);
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properties.Add(new ShaderProperty(name, ConvType(propType)));
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}
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return new ShaderProps
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{
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Properties = properties.ToArray(),
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};
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}
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static string EscapeShaderName(string name)
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{
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return name.Replace("/", "_").Replace(" ", "_");
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}
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public string ToString(string shaderName)
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{
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var list = new List<string>();
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foreach (var prop in Properties)
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{
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list.Add(string.Format("new ShaderProperty(\"{0}\", ShaderPropertyType.{1})\r\n", prop.Key, prop.ShaderPropertyType));
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}
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return string.Format(@"using System.Collections.Generic;
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namespace UniGLTF.ShaderPropExporter
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{{
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public static partial class PreShaderPropExporter
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{{
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[PreExportShader]
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static KeyValuePair<string, ShaderProps> {0}
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{{
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get
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{{
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return new KeyValuePair<string, ShaderProps>(
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""{1}"",
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new ShaderProps
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{{
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Properties = new ShaderProperty[]{{
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{2}
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}}
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}}
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);
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}}
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}}
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}}
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}}
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"
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, EscapeShaderName(shaderName)
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, shaderName
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, String.Join(",", list.ToArray()));
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}
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#endif
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}
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}
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