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