diff options
Diffstat (limited to 'VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlenderStandardMetallic.cs')
| -rw-r--r-- | VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlenderStandardMetallic.cs | 343 |
1 files changed, 343 insertions, 0 deletions
diff --git a/VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlenderStandardMetallic.cs b/VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlenderStandardMetallic.cs new file mode 100644 index 00000000..d3eadb8a --- /dev/null +++ b/VRCSDK3Worlds/Assets/MeshBaker/scripts/TextureBlenders/TextureBlenderStandardMetallic.cs @@ -0,0 +1,343 @@ +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); + } + } +} |