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