UniVRM/Assets/VRM/Editor/Format/VRMMaterialValidator.cs

44 lines
1.3 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace VRM
{
/// <summary>
/// VRM0
/// </summary>
class VRMMaterialValidator : UniGLTF.DefaultMaterialValidator
{
public override string GetGltfMaterialTypeFromUnityShaderName(string shaderName)
{
var name = VRMMaterialExporter.VrmMaterialName(shaderName);
if (!string.IsNullOrEmpty(name))
{
return name;
}
return base.GetGltfMaterialTypeFromUnityShaderName(shaderName);
}
public override IEnumerable<(string propertyName, Texture texture)> EnumerateTextureProperties(Material m)
{
if (m.shader.name != "VRM/MToon")
{
// PBR, Unlit
foreach (var x in base.EnumerateTextureProperties(m))
{
yield return x;
}
}
// all
var prop = UniGLTF.ShaderPropExporter.PreShaderPropExporter.GetPropsForSupportedShader(m.shader.name);
foreach (var kv in prop.Properties)
{
if (kv.ShaderPropertyType == UniGLTF.ShaderPropExporter.ShaderPropertyType.TexEnv)
{
yield return (kv.Key, m.GetTexture(kv.Key));
}
}
}
}
}