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using System;
using System.Collections.Generic;
using UnityEngine;
using UniGLTF.Extensions.VRMC_vrm;
using VRMShaders.VRM10.MToon10.Runtime;
namespace UniVRM10
{
public enum ShaderPropertyType
{
//
// 概要:
// Color Property.
Color = 0,
//
// 概要:
// Vector Property.
Vector = 1,
//
// 概要:
// Float Property.
Float = 2,
//
// 概要:
// Range Property.
Range = 3,
//
// 概要:
// Texture Property.
TexEnv = 4
}
[Serializable]
public struct PropItem
{
public string Name;
public ShaderPropertyType PropertyType;
public Vector4 DefaultValues;
}
/// <summary>
/// Material 一つ分のプロパティを蓄えている
///
/// * PreviewSceneManager で使う
/// * MaterialValueBindingMerger で使う
///
/// </summary>
[Serializable]
public sealed class PreviewMaterialItem
{
public readonly Material Material;
public PreviewMaterialItem(Material material)
{
Material = material;
// uv default value
DefaultUVScaleOffset = material.GetVector(UV_PROPERTY);
}
public Dictionary<UniGLTF.Extensions.VRMC_vrm.MaterialColorType, PropItem> PropMap = new Dictionary<UniGLTF.Extensions.VRMC_vrm.MaterialColorType, PropItem>();
public Vector4 DefaultUVScaleOffset = new Vector4(1, 1, 0, 0);
public string[] PropNames
{
get;
set;
}
public void RestoreInitialValues()
{
foreach (var prop in PropMap)
{
Material.SetColor(prop.Value.Name, prop.Value.DefaultValues);
}
}
public static readonly string UV_PROPERTY = $"{MToon10Prop.BaseColorTexture.ToUnityShaderLabName()}_ST";
public static readonly string COLOR_PROPERTY = MToon10Prop.BaseColorFactor.ToUnityShaderLabName();
public static readonly string EMISSION_COLOR_PROPERTY = MToon10Prop.EmissiveFactor.ToUnityShaderLabName();
public static readonly string RIM_COLOR_PROPERTY = MToon10Prop.ParametricRimColorFactor.ToUnityShaderLabName();
public static readonly string OUTLINE_COLOR_PROPERTY = MToon10Prop.OutlineColorFactor.ToUnityShaderLabName();
public static readonly string SHADE_COLOR_PROPERTY = MToon10Prop.ShadeColorFactor.ToUnityShaderLabName();
public static readonly string MATCAP_COLOR_PROPERTY = MToon10Prop.MatcapColorFactor.ToUnityShaderLabName();
public static bool TryGetBindType(string property, out MaterialColorType type)
{
if (property == COLOR_PROPERTY)
{
type = MaterialColorType.color;
}
else if (property == EMISSION_COLOR_PROPERTY)
{
type = MaterialColorType.emissionColor;
}
else if (property == RIM_COLOR_PROPERTY)
{
type = MaterialColorType.rimColor;
}
else if (property == OUTLINE_COLOR_PROPERTY)
{
type = MaterialColorType.outlineColor;
}
else if (property == SHADE_COLOR_PROPERTY)
{
type = MaterialColorType.shadeColor;
}
else if (property == MATCAP_COLOR_PROPERTY)
{
type = MaterialColorType.matcapColor;
}
else
{
type = default;
return false;
}
return true;
}
/// <summary>
/// [Preview] 積算する前の初期値にクリアする
/// </summary>
public void Clear()
{
// clear Color
foreach (var _kv in PropMap)
{
Material.SetColor(_kv.Value.Name, _kv.Value.DefaultValues);
}
// clear UV
Material.SetVector(UV_PROPERTY, DefaultUVScaleOffset);
}
/// <summary>
/// [Preview] scaleOffset を weight で重みを付けて加える
/// </summary>
/// <param name="scaleOffset"></param>
/// <param name="weight"></param>
public void AddScaleOffset(Vector4 scaleOffset, float weight)
{
var value = Material.GetVector(UV_PROPERTY);
//Debug.LogFormat("{0} => {1}", valueName, x.TargetValue);
value += (scaleOffset - DefaultUVScaleOffset) * weight;
Material.SetColor(UV_PROPERTY, value);
}
}
}