diff options
Diffstat (limited to 'VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlenderLegacyBumpDiffuse.cs')
| -rw-r--r-- | VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlenderLegacyBumpDiffuse.cs | 75 |
1 files changed, 75 insertions, 0 deletions
diff --git a/VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlenderLegacyBumpDiffuse.cs b/VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlenderLegacyBumpDiffuse.cs new file mode 100644 index 00000000..fb47947c --- /dev/null +++ b/VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlenderLegacyBumpDiffuse.cs @@ -0,0 +1,75 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System; + +namespace DigitalOpus.MB.Core +{ + public class TextureBlenderLegacyBumpDiffuse : TextureBlender + { + bool doColor; + Color m_tintColor; + Color m_defaultTintColor = Color.white; + + public bool DoesShaderNameMatch(string shaderName) + { + if (shaderName.Equals ("Legacy Shaders/Bumped Diffuse")) { + return true; + } else if (shaderName.Equals ("Bumped Diffuse")) { + return true; + } + return false; + } + + public void OnBeforeTintTexture(Material sourceMat, string shaderTexturePropertyName) + { + if (shaderTexturePropertyName.EndsWith("_MainTex")) + { + doColor = true; + m_tintColor = sourceMat.GetColor("_Color"); + } else + { + doColor = false; + } + } + + public Color OnBlendTexturePixel(string propertyToDoshaderPropertyName, Color pixelColor) + { + if (doColor) + { + return new Color(pixelColor.r * m_tintColor.r, pixelColor.g * m_tintColor.g, pixelColor.b * m_tintColor.b, pixelColor.a * m_tintColor.a); + } + return pixelColor; + } + + public bool NonTexturePropertiesAreEqual(Material a, Material b) + { + return TextureBlenderFallback._compareColor(a, b, m_defaultTintColor, "_Color"); + } + + public void SetNonTexturePropertyValuesOnResultMaterial(Material resultMaterial) + { + resultMaterial.SetColor("_Color", Color.white); + } + + public Color GetColorIfNoTexture(Material m, ShaderTextureProperty texPropertyName) + { + if (texPropertyName.name.Equals("_BumpMap")) + { + return new Color(.5f, .5f, 1f); + } + if (texPropertyName.name.Equals("_MainTex")) + { + if (m != null && m.HasProperty("_Color")) + { + try + { //need try because can't garantee _Color is a color + return m.GetColor("_Color"); + } + catch (Exception) { } + } + } + return new Color(1,1,1,0); + } + } +} |