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Diffstat (limited to 'VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlender.cs')
| -rw-r--r-- | VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlender.cs | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlender.cs b/VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlender.cs new file mode 100644 index 00000000..36b9a01e --- /dev/null +++ b/VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlender.cs @@ -0,0 +1,61 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System; + +namespace DigitalOpus.MB.Core +{ + /// <summary> + /// A TextureBlender will attempt to blend non-texture properties with textures so that the result material looks the same as source material. + /// </summary> + public interface TextureBlender + { + /// <summary> + /// The shader name that must be matched on the result material in order for this TextureBlender to be used. This should return something like "Legacy/Bumped Difuse" + /// </summary> + bool DoesShaderNameMatch(string shaderName); + + /// <summary> + /// This is called to prepare the TextureBlender before any calls to OnBlendTexturePixel + /// Use this to grab the non-texture property values from the material that will be used to alter the Pixel color in the texture. + /// Note that the sourceMat may not use a shader matching ShaderName. It may not have expected properties. Check that properties exist + /// before grabing them. + /// </summary> + void OnBeforeTintTexture(Material sourceMat, string shaderTexturePropertyName); + + /// <summary> + /// Called once for each pixel in the texture to alter the pixel color. For efficiency don't check shaderPropertyName every call. Instead use OnBeforeTintTexture + /// to prepare this textrure blender for a batch of OnBlendTexturePixel calls. + /// </summary> + Color OnBlendTexturePixel(string shaderPropertyName, Color pixelColor); + + /// <summary> + /// Material a & b may have the same set of textures but different non-texture properties (colorTint etc...) + /// If so then they need to be put into separate rectangels in the atlas. This method should check the non-texture properties + /// and return false if they are different. Note that material a and b may use a different shader than GetShaderName so your code + /// should handle the case where properties do not exist. + /// </summary> + bool NonTexturePropertiesAreEqual(Material a, Material b); + + /// <summary> + /// Sets the non texture properties on the result materail after textures have been baked. If for example _Color has been blended with + /// the _Albedo textures then the _Color property on the result material should probably be set to white. + /// </summary> + void SetNonTexturePropertyValuesOnResultMaterial(Material resultMaterial); + + /// <summary> + /// Some textures may not be assigned for a material. This method should return a color that will used to create a small solid color texture + /// to be used in these cases. Note that this small solid color texture will later be blended using OnBlendTexturePixel. If the texturePropertyname is _mainTex + /// then the the returned color should probably be white so it looks correct when OnBlendTexturePixel blends the _Color. + /// + /// This is also used to determine if an atlas needs to be generated for a texture property. If all the source materials are missing the texture for + /// texPropertyName property (eg. _MainTex), but some of the source materials return different value for: + /// OnBlendTexturePixel(texturePropertyName, GetColorIfNoTexture(sourceMat, texturePropertyName)) + /// Then an atlas will be generated with the different colors. + /// + /// This method can also be used to collect the value of non texture properties and cache them for each source material. This information can be useful + /// for setting values on the result material. + /// </summary> + Color GetColorIfNoTexture(Material m, ShaderTextureProperty texPropertyName); + } +} |