forked from BilalY/Rasagar
99 lines
4.3 KiB
C#
99 lines
4.3 KiB
C#
|
using System.IO;
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.Rendering;
|
||
|
using UnityEngine.Rendering.HighDefinition;
|
||
|
using UnityEditor.AssetImporters;
|
||
|
|
||
|
namespace UnityEditor.Rendering.HighDefinition
|
||
|
{
|
||
|
class SketchupMaterialDescriptionPreprocessor : AssetPostprocessor
|
||
|
{
|
||
|
static readonly uint k_Version = 2;
|
||
|
static readonly int k_Order = -980;
|
||
|
|
||
|
public override uint GetVersion()
|
||
|
{
|
||
|
return k_Version;
|
||
|
}
|
||
|
|
||
|
public override int GetPostprocessOrder()
|
||
|
{
|
||
|
return k_Order;
|
||
|
}
|
||
|
|
||
|
public void OnPreprocessMaterialDescription(MaterialDescription description, Material material, AnimationClip[] clips)
|
||
|
{
|
||
|
if (HDRenderPipeline.currentAsset == null)
|
||
|
return;
|
||
|
|
||
|
var lowerCasePath = Path.GetExtension(assetPath).ToLower();
|
||
|
if (lowerCasePath != ".skp")
|
||
|
return;
|
||
|
|
||
|
var shader = Shader.Find("HDRP/Lit");
|
||
|
if (shader == null)
|
||
|
return;
|
||
|
material.shader = shader;
|
||
|
|
||
|
float floatProperty;
|
||
|
Vector4 vectorProperty;
|
||
|
TexturePropertyDescription textureProperty;
|
||
|
|
||
|
material.SetShaderPassEnabled("DistortionVectors", false);
|
||
|
material.SetShaderPassEnabled("TransparentDepthPrepass", false);
|
||
|
material.SetShaderPassEnabled("TransparentDepthPostpass", false);
|
||
|
material.SetShaderPassEnabled("TransparentBackface", false);
|
||
|
material.SetShaderPassEnabled("MOTIONVECTORS", false);
|
||
|
|
||
|
if (description.TryGetProperty("DiffuseMap", out textureProperty) && textureProperty.texture != null)
|
||
|
{
|
||
|
SetMaterialTextureProperty("_BaseColorMap", material, textureProperty);
|
||
|
SetMaterialTextureProperty("_MainTex", material, textureProperty);
|
||
|
var color = new Color(1.0f, 1.0f, 1.0f, 1.0f);
|
||
|
material.SetColor("_BaseColor", color);
|
||
|
material.SetColor("_Color", color);
|
||
|
}
|
||
|
else if (description.TryGetProperty("DiffuseColor", out vectorProperty))
|
||
|
{
|
||
|
Color diffuseColor = vectorProperty;
|
||
|
diffuseColor = PlayerSettings.colorSpace == ColorSpace.Linear ? diffuseColor.gamma : diffuseColor;
|
||
|
material.SetColor("_BaseColor", diffuseColor);
|
||
|
material.SetColor("_Color", diffuseColor);
|
||
|
}
|
||
|
if (description.TryGetProperty("IsTransparent", out floatProperty) && floatProperty == 1.0f)
|
||
|
{
|
||
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
||
|
material.SetInt("_ZWrite", 0);
|
||
|
material.SetFloat("_BlendMode", (float)BlendingMode.Alpha);
|
||
|
material.SetFloat("_EnableBlendModePreserveSpecularLighting", 1.0f);
|
||
|
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
|
||
|
material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
|
||
|
material.EnableKeyword("_ENABLE_FOG_ON_TRANSPARENT");
|
||
|
material.EnableKeyword("_ALPHATEST_ON");
|
||
|
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
|
||
|
material.SetFloat("_SurfaceType", 1.0f);
|
||
|
material.SetFloat("_Cutoff", .0f);
|
||
|
material.SetFloat("_AlphaCutoffEnable", 1.0f);
|
||
|
material.SetFloat("_AlphaCutoff", .0f);
|
||
|
material.SetFloat("_AlphaCutoffShadow", 1.0f);
|
||
|
material.SetFloat("_UseShadowThreshold", 1.0f);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||
|
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
|
||
|
material.SetInt("_ZWrite", 1);
|
||
|
material.renderQueue = -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void SetMaterialTextureProperty(string propertyName, Material material, TexturePropertyDescription textureProperty)
|
||
|
{
|
||
|
material.SetTexture(propertyName, textureProperty.texture);
|
||
|
material.SetTextureOffset(propertyName, textureProperty.offset);
|
||
|
material.SetTextureScale(propertyName, textureProperty.scale);
|
||
|
}
|
||
|
}
|
||
|
}
|