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* MeshUtility を UniGLTF 下に移動 * Assets/VRM10 を追加 * JsonSchemaからのコード生成 UniGLTF/Editor/Generator を追加
91 lines
2.1 KiB
C#
91 lines
2.1 KiB
C#
// This file is generated from JsonSchema. Don't modify this source code.
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using System;
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using System.Collections.Generic;
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using UniGLTF;
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using UniJSON;
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namespace UniGLTF.Extensions.VRMC_materials_mtoon
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{
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public enum OutlineWidthMode
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{
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none,
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worldCoordinates,
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screenCoordinates,
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}
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public enum OutlineColorMode
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{
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fixedColor,
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mixedLighting,
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}
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public class VRMC_materials_mtoon
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{
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public const string ExtensionName = "VRMC_materials_mtoon";
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public static readonly Utf8String ExtensionNameUtf8 = Utf8String.From(ExtensionName);
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// Meta
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public string Version;
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// enable depth buffer when renderMode is transparent
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public bool? TransparentWithZWrite;
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public int? RenderQueueOffsetNumber;
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public float[] ShadeFactor;
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public int? ShadeMultiplyTexture;
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// Lighting
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public float? ShadingShiftFactor;
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public float? ShadingToonyFactor;
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public float? LightColorAttenuationFactor;
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public float? GiIntensityFactor;
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// MatCap
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public int? AdditiveTexture;
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// Rim
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public float[] RimFactor;
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public int? RimMultiplyTexture;
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public float? RimLightingMixFactor;
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public float? RimFresnelPowerFactor;
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public float? RimLiftFactor;
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// Outline
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[JsonSchema(EnumSerializationType = EnumSerializationType.AsString)]
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public OutlineWidthMode OutlineWidthMode;
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public float? OutlineWidthFactor;
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public int? OutlineWidthMultiplyTexture;
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public float? OutlineScaledMaxDistanceFactor;
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[JsonSchema(EnumSerializationType = EnumSerializationType.AsString)]
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public OutlineColorMode OutlineColorMode;
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public float[] OutlineFactor;
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public float? OutlineLightingMixFactor;
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public int? UvAnimationMaskTexture;
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public float? UvAnimationScrollXSpeedFactor;
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public float? UvAnimationScrollYSpeedFactor;
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public float? UvAnimationRotationSpeedFactor;
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}
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}
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