using System; using UniGLTF; using UnityEngine; namespace UniVRM10 { [Serializable] public class VRM10ExportSettings : ScriptableObject { /// /// エクスポート時にBlendShapeClipから参照されないBlendShapeを削除する /// [Tooltip("not implemented yet. Remove blendshape that is not used from BlendShapeClip")][ReadOnly] public bool ReduceBlendshape = false; /// /// skip if BlendShapeClip.Preset == Unknown /// [Tooltip("not implemented yet. Remove blendShapeClip that preset is Unknown")][ReadOnly] public bool ReduceBlendshapeClip = false; [Tooltip("Use sparse accessor for morph target")] public bool MorphTargetUseSparse = true; [Header("Experimental : Unity Editor Only"),Tooltip("Use assetBundle to load material instead of using VRM shader")] public bool useCustomShader; [Tooltip("Incremental export mode will not clear the preview bundles in avatorbundles folder,and will inclue preview catalog to current one")] public bool incrementalExport=true; public GltfExportSettings MeshExportSettings => new GltfExportSettings { UseSparseAccessorForMorphTarget = MorphTargetUseSparse, ExportOnlyBlendShapePosition = true, DivideVertexBuffer = true, useCustomShader=this.useCustomShader, }; } }