UniVRM/Assets/VRM/Runtime/IO/VRMMaterialImporter.cs
2021-03-17 15:29:59 +09:00

130 lines
4.5 KiB
C#

using System.Collections.Generic;
using UniGLTF;
using UnityEngine;
using System.Linq;
using System;
using System.Threading.Tasks;
namespace VRM
{
public static class MToonMaterialItem
{
static string[] VRM_SHADER_NAMES =
{
"Standard",
"VRM/MToon",
"UniGLTF/UniUnlit",
"VRM/UnlitTexture",
"VRM/UnlitCutout",
"VRM/UnlitTransparent",
"VRM/UnlitTransparentZWrite",
};
public static async Task<Material> CreateAsync(IAwaitCaller awaitCaller, glTF gltf, int m_index, glTF_VRM_Material vrmMaterial, GetTextureAsyncFunc getTexture)
{
var item = vrmMaterial;
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
{
// #if VRM_DEVELOP
// Debug.LogWarningFormat("unknown shader {0}.", shaderName);
// #endif
}
return await MaterialFactory.DefaultCreateMaterialAsync(awaitCaller, gltf, m_index, getTexture);
}
//
// restore VRM material
//
var material = new Material(shader);
// use material.name, because material name may renamed in GltfParser.
material.name = gltf.materials[m_index].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 param = GetTextureParam.Create(gltf, kv.Value, kv.Key, 1, 1);
var texture = await getTexture(awaitCaller, gltf, param);
if (texture != null)
{
material.SetTexture(kv.Key, 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);
}
if (shaderName == MToon.Utils.ShaderName)
{
// TODO: Material拡張にMToonの項目が追加されたら旧バージョンのshaderPropから変換をかける
// インポート時にUniVRMに含まれるMToonのバージョンに上書きする
material.SetFloat(MToon.Utils.PropVersion, MToon.Utils.VersionNumber);
}
return material;
}
}
public class VRMMaterialImporter
{
List<glTF_VRM_Material> m_materials;
public VRMMaterialImporter(List<glTF_VRM_Material> materials)
{
m_materials = materials;
}
public Task<Material> CreateMaterialAsync(IAwaitCaller awaitCaller, glTF gltf, int i, GetTextureAsyncFunc getTexture)
{
if (i == 0 && m_materials.Count == 0)
{
// dummy
return MaterialFactory.DefaultCreateMaterialAsync(awaitCaller, gltf, i, getTexture);
}
return MToonMaterialItem.CreateAsync(awaitCaller, gltf, i, m_materials[i], getTexture);
}
}
}