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using System;
using UniGLTF;
using UnityEngine;
namespace UniVRM10
{
[Serializable]
public class VRM10ExportSettings : ScriptableObject
{
/// <summary>
/// エクスポート時にBlendShapeClipから参照されないBlendShapeを削除する
/// </summary>
[Tooltip("not implemented yet. Remove blendshape that is not used from BlendShapeClip")][ReadOnly]
public bool ReduceBlendshape = false;
/// <summary>
/// skip if BlendShapeClip.Preset == Unknown
/// </summary>
[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,
};
}
}