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authortylermurphy534 <tylermurphy534@gmail.com>2022-11-06 15:12:42 -0500
committertylermurphy534 <tylermurphy534@gmail.com>2022-11-06 15:12:42 -0500
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treeefd616a157df06ab661c6d56651853431ac6b08b /VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlenderStandardMetallic.cs
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Diffstat (limited to 'VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlenderStandardMetallic.cs')
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diff --git a/VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlenderStandardMetallic.cs b/VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlenderStandardMetallic.cs
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+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using System;
+
+namespace DigitalOpus.MB.Core
+{
+ public class TextureBlenderStandardMetallic : TextureBlender
+ {
+ static Color NeutralNormalMap = new Color(.5f, .5f, 1f);
+
+ private enum Prop{
+ doColor,
+ doMetallic,
+ doEmission,
+ doBump,
+ doNone,
+ }
+
+ // This is used to cache the non texture property values. If all non-texutre property values are the same for a property for all source textures
+ // then the source value will be re-used
+ TextureBlenderMaterialPropertyCacheHelper sourceMaterialPropertyCache = new TextureBlenderMaterialPropertyCacheHelper();
+
+ // These are cached values read in OnBeforeTintTexture and used when blending pixels.
+ Color m_tintColor;
+ float m_glossiness;
+ float m_glossMapScale;
+ float m_metallic;
+ bool m_hasMetallicGlossMap;
+ float m_bumpScale;
+ bool m_shaderDoesEmission;
+ Color m_emissionColor;
+
+ // This just makes things more efficient so we arn't doing a string comparison for each pixel.
+ Prop propertyToDo = Prop.doNone;
+
+ // These are the property values that will be assigned to the result material if
+ // generating an atlas for those properties.
+ Color m_generatingTintedAtlasColor = Color.white;
+ float m_generatingTintedAtlasMetallic = 0f;
+ float m_generatingTintedAtlasGlossiness = 1f;
+ float m_generatingTintedAtlasGlossMapScale = 1f;
+ float m_generatingTintedAtlasBumpScale = 1f;
+ Color m_generatingTintedAtlasEmission = Color.white;
+
+ // These are the default property values that will be assigned to the result materials if
+ // none of the source materials have a value for these properties.
+ Color m_notGeneratingAtlasDefaultColor = Color.white;
+ float m_notGeneratingAtlasDefaultMetallic = 0;
+ float m_notGeneratingAtlasDefaultGlossiness = .5f;
+ Color m_notGeneratingAtlasDefaultEmisionColor = Color.black;
+
+ public bool DoesShaderNameMatch(string shaderName)
+ {
+ return shaderName.Equals("Standard") || shaderName.EndsWith("StandardTextureArray");
+ }
+
+ public void OnBeforeTintTexture(Material sourceMat, string shaderTexturePropertyName)
+ {
+ if (shaderTexturePropertyName.Equals("_MainTex"))
+ {
+ propertyToDo = Prop.doColor;
+ if (sourceMat.HasProperty("_Color"))
+ {
+ m_tintColor = sourceMat.GetColor("_Color");
+ } else
+ {
+ m_tintColor = m_generatingTintedAtlasColor;
+ }
+ } else if (shaderTexturePropertyName.Equals("_MetallicGlossMap"))
+ {
+ propertyToDo = Prop.doMetallic;
+ m_metallic = m_generatingTintedAtlasMetallic;
+ if (sourceMat.GetTexture("_MetallicGlossMap") != null)
+ {
+ m_hasMetallicGlossMap = true;
+ } else
+ {
+ m_hasMetallicGlossMap = false;
+ }
+
+ if (sourceMat.HasProperty("_Metallic"))
+ {
+ m_metallic = sourceMat.GetFloat("_Metallic");
+ } else
+ {
+ m_metallic = 0f;
+ }
+
+ if (sourceMat.HasProperty("_GlossMapScale"))
+ {
+ m_glossMapScale = sourceMat.GetFloat("_GlossMapScale");
+ } else
+ {
+ m_glossMapScale = 1f;
+ }
+
+ if (sourceMat.HasProperty("_Glossiness"))
+ {
+ m_glossiness = sourceMat.GetFloat("_Glossiness");
+ } else
+ {
+ m_glossiness = 0f;
+ }
+
+ } else if (shaderTexturePropertyName.Equals("_BumpMap"))
+ {
+ propertyToDo = Prop.doBump;
+ if (sourceMat.HasProperty(shaderTexturePropertyName))
+ {
+ if (sourceMat.HasProperty("_BumpScale"))
+ m_bumpScale = sourceMat.GetFloat("_BumpScale");
+ }
+ else
+ {
+ m_bumpScale = m_generatingTintedAtlasBumpScale;
+ }
+
+ } else if (shaderTexturePropertyName.Equals("_EmissionMap"))
+ {
+ propertyToDo = Prop.doEmission;
+ m_shaderDoesEmission = sourceMat.IsKeywordEnabled("_EMISSION");
+ if (sourceMat.HasProperty("_EmissionColor")) {
+ m_emissionColor = sourceMat.GetColor("_EmissionColor");
+ } else
+ {
+ m_emissionColor = m_notGeneratingAtlasDefaultEmisionColor;
+ }
+
+ } else
+ {
+ propertyToDo = Prop.doNone;
+ }
+ }
+
+ public Color OnBlendTexturePixel(string propertyToDoshaderPropertyName, Color pixelColor)
+ {
+ if (propertyToDo == Prop.doColor)
+ {
+ return new Color(pixelColor.r * m_tintColor.r, pixelColor.g * m_tintColor.g, pixelColor.b * m_tintColor.b, pixelColor.a * m_tintColor.a);
+ }
+ else if (propertyToDo == Prop.doMetallic)
+ {
+ if (m_hasMetallicGlossMap)
+ {
+ return pixelColor = new Color(pixelColor.r, pixelColor.g, pixelColor.b, pixelColor.a * m_glossMapScale);
+ }
+ else
+ {
+ return new Color(m_metallic, 0, 0, m_glossiness);
+ }
+ }
+ else if (propertyToDo == Prop.doBump)
+ {
+ return Color.Lerp(NeutralNormalMap, pixelColor, m_bumpScale);
+ }
+ else if (propertyToDo == Prop.doEmission)
+ {
+ if (m_shaderDoesEmission)
+ {
+ return new Color(pixelColor.r * m_emissionColor.r, pixelColor.g * m_emissionColor.g, pixelColor.b * m_emissionColor.b, pixelColor.a * m_emissionColor.a);
+ }
+ else
+ {
+ return Color.black;
+ }
+ }
+ return pixelColor;
+ }
+
+ public bool NonTexturePropertiesAreEqual(Material a, Material b)
+ {
+ if (!TextureBlenderFallback._compareColor(a, b, m_notGeneratingAtlasDefaultColor, "_Color"))
+ {
+ return false;
+ }
+
+ if (!TextureBlenderFallback._compareFloat(a, b, m_notGeneratingAtlasDefaultGlossiness, "_Glossiness"))
+ {
+ return false;
+ }
+
+ bool aHasMetallicTex = a.HasProperty("_MetallicGlossMap") && a.GetTexture("_MetallicGlossMap") != null;
+ bool bHasMetallicTex = b.HasProperty("_MetallicGlossMap") && b.GetTexture("_MetallicGlossMap") != null;
+ if (aHasMetallicTex && bHasMetallicTex)
+ {
+ if (!TextureBlenderFallback._compareFloat(a, b, m_notGeneratingAtlasDefaultMetallic, "_GlossMapScale"))
+ {
+ return false;
+ }
+ } else if (!aHasMetallicTex && !bHasMetallicTex)
+ {
+ if (!TextureBlenderFallback._compareFloat(a, b, m_notGeneratingAtlasDefaultMetallic, "_Metallic"))
+ {
+ return false;
+ }
+ } else
+ {
+ return false;
+ }
+
+ if (a.IsKeywordEnabled("_EMISSION") != b.IsKeywordEnabled("_EMISSION"))
+ {
+ return false;
+ }
+ if (a.IsKeywordEnabled("_EMISSION"))
+ {
+ if (!TextureBlenderFallback._compareColor(a, b, m_notGeneratingAtlasDefaultEmisionColor, "_EmissionColor"))
+ {
+ return false;
+ }
+ }
+ return true;
+ }
+
+ public void SetNonTexturePropertyValuesOnResultMaterial(Material resultMaterial)
+ {
+ if (resultMaterial.GetTexture("_MainTex") != null)
+ {
+ resultMaterial.SetColor("_Color", m_generatingTintedAtlasColor);
+ } else {
+ resultMaterial.SetColor("_Color", (Color) sourceMaterialPropertyCache.GetValueIfAllSourceAreTheSameOrDefault("_Color", m_notGeneratingAtlasDefaultColor));
+ }
+
+ if (resultMaterial.GetTexture("_MetallicGlossMap") != null)
+ {
+ resultMaterial.SetFloat("_Metallic", m_generatingTintedAtlasMetallic);
+ resultMaterial.SetFloat("_GlossMapScale", m_generatingTintedAtlasGlossMapScale);
+ resultMaterial.SetFloat("_Glossiness", m_generatingTintedAtlasGlossiness);
+ } else
+ {
+ resultMaterial.SetFloat("_Metallic", (float) sourceMaterialPropertyCache.GetValueIfAllSourceAreTheSameOrDefault("_Metallic", m_notGeneratingAtlasDefaultMetallic));
+ resultMaterial.SetFloat("_Glossiness", (float) sourceMaterialPropertyCache.GetValueIfAllSourceAreTheSameOrDefault("_Glossiness", m_notGeneratingAtlasDefaultGlossiness));
+ }
+
+ if (resultMaterial.GetTexture("_BumpMap") != null)
+ {
+ resultMaterial.SetFloat("_BumpScale", m_generatingTintedAtlasBumpScale);
+ }
+
+ if (resultMaterial.GetTexture("_EmissionMap") != null)
+ {
+ resultMaterial.EnableKeyword("_EMISSION");
+ resultMaterial.SetColor("_EmissionColor", m_generatingTintedAtlasEmission);
+ }
+ else {
+ resultMaterial.DisableKeyword("_EMISSION");
+ resultMaterial.SetColor("_EmissionColor", (Color) sourceMaterialPropertyCache.GetValueIfAllSourceAreTheSameOrDefault("_EmissionColor", m_notGeneratingAtlasDefaultEmisionColor));
+ }
+ }
+
+
+ public Color GetColorIfNoTexture(Material mat, ShaderTextureProperty texPropertyName)
+ {
+ if (texPropertyName.name.Equals("_BumpMap"))
+ {
+ return new Color(.5f, .5f, 1f);
+ }
+ else if (texPropertyName.name.Equals("_MainTex"))
+ {
+ if (mat != null && mat.HasProperty("_Color"))
+ {
+ try
+ { //need try because can't garantee _Color is a color
+ Color c = mat.GetColor("_Color");
+ sourceMaterialPropertyCache.CacheMaterialProperty(mat, "_Color", c);
+ return c;
+ }
+ catch (Exception) { }
+ return Color.white;
+ }
+ }
+ else if (texPropertyName.name.Equals("_MetallicGlossMap"))
+ {
+ if (mat != null && mat.HasProperty("_Metallic"))
+ {
+ try
+ { //need try because can't garantee _Metallic is a float
+ float v = mat.GetFloat("_Metallic");
+ Color c = new Color(v, v, v);
+ if (mat.HasProperty("_Glossiness"))
+ {
+ try
+ {
+ c.a = mat.GetFloat("_Glossiness");
+ }
+
+ catch (Exception) { }
+ }
+
+ sourceMaterialPropertyCache.CacheMaterialProperty(mat, "_Metallic", v);
+ sourceMaterialPropertyCache.CacheMaterialProperty(mat, "_Glossiness", c.a);
+ return c;
+ }
+ catch (Exception) { }
+ return new Color(0f, 0f, 0f, .5f);
+ } else
+ {
+ return new Color(0f,0f,0f,.5f);
+ }
+ }
+ else if (texPropertyName.name.Equals("_ParallaxMap"))
+ {
+ return new Color(0f, 0f, 0f, 0f);
+ }
+ else if (texPropertyName.name.Equals("_OcclusionMap"))
+ {
+ return new Color(1f, 1f, 1f, 1f);
+ }
+ else if (texPropertyName.name.Equals("_EmissionMap"))
+ {
+ if (mat != null)
+ {
+ if (mat.IsKeywordEnabled("_EMISSION"))
+ {
+ if (mat.HasProperty("_EmissionColor"))
+ {
+ try
+ {
+ Color c = mat.GetColor("_EmissionColor");
+ sourceMaterialPropertyCache.CacheMaterialProperty(mat, "_EmissionColor", c);
+ return c;
+ }
+ catch (Exception) { }
+ }
+ else
+ {
+ return Color.black;
+ }
+ } else
+ {
+ return Color.black;
+ }
+ }
+ }
+ else if (texPropertyName.name.Equals("_DetailMask"))
+ {
+ return new Color(0f, 0f, 0f, 0f);
+ }
+ return new Color(1f, 1f, 1f, 0f);
+ }
+ }
+}