ShaderStore.cs
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using UnityEngine;
namespace UniGLTF
{
public interface IShaderStore
{
Shader GetShader(glTFMaterial material);
}
public class ShaderStore : IShaderStore
{
readonly string m_defaultShaderName = "Standard";
Shader m_default;
Shader Default
{
get
{
if (m_default == null)
{
m_default = Shader.Find(m_defaultShaderName);
}
return m_default;
}
}
Shader m_vcolor;
Shader VColor
{
get
{
if (m_vcolor == null) m_vcolor = Shader.Find("UniGLTF/StandardVColor");
return m_vcolor;
}
}
Shader m_uniUnlit;
Shader UniUnlit
{
get
{
if (m_uniUnlit == null) m_uniUnlit = Shader.Find("UniGLTF/UniUnlit");
return m_uniUnlit;
}
}
Shader m_unlitTexture;
Shader UnlitTexture
{
get
{
if (m_unlitTexture == null) m_unlitTexture = Shader.Find("Unlit/Texture");
return m_unlitTexture;
}
}
Shader m_unlitColor;
Shader UnlitColor
{
get
{
if (m_unlitColor == null) m_unlitColor = Shader.Find("Unlit/Color");
return m_unlitColor;
}
}
Shader m_unlitTransparent;
Shader UnlitTransparent
{
get
{
if (m_unlitTransparent == null) m_unlitTransparent = Shader.Find("Unlit/Transparent");
return m_unlitTransparent;
}
}
Shader m_unlitCoutout;
Shader UnlitCutout
{
get
{
if (m_unlitCoutout == null) m_unlitCoutout = Shader.Find("Unlit/Transparent Cutout");
return m_unlitCoutout;
}
}
//ImporterContext m_context;
public ShaderStore(ImporterContext _)
{
//m_context = context;
}
public static bool IsWhite(float[] color)
{
if (color == null) return false;
if(color.Length!=4)return false;
if(color[0]!=1
|| color[1]!=1
|| color[2]!=1
|| color[3] != 1)
{
return false;
}
return true;
}
public Shader GetShader(glTFMaterial material)
{
if (material == null)
{
return Default;
}
if (material.extensions != null && material.extensions.KHR_materials_unlit != null)
{
return UniUnlit;
}
// standard
return Default;
}
}
}