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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using System;
- namespace DigitalOpus.MB.Core
- {
- /// <summary>
- /// A TextureBlender will attempt to blend non-texture properties with textures so that the result material looks the same as source material.
- /// </summary>
- public interface TextureBlender
- {
- /// <summary>
- /// The shader name that must be matched on the result material in order for this TextureBlender to be used. This should return something like "Legacy/Bumped Difuse"
- /// </summary>
- bool DoesShaderNameMatch(string shaderName);
- /// <summary>
- /// This is called to prepare the TextureBlender before any calls to OnBlendTexturePixel
- /// Use this to grab the non-texture property values from the material that will be used to alter the Pixel color in the texture.
- /// Note that the sourceMat may not use a shader matching ShaderName. It may not have expected properties. Check that properties exist
- /// before grabing them.
- /// </summary>
- void OnBeforeTintTexture(Material sourceMat, string shaderTexturePropertyName);
- /// <summary>
- /// Called once for each pixel in the texture to alter the pixel color. For efficiency don't check shaderPropertyName every call. Instead use OnBeforeTintTexture
- /// to prepare this textrure blender for a batch of OnBlendTexturePixel calls.
- /// </summary>
- Color OnBlendTexturePixel(string shaderPropertyName, Color pixelColor);
- /// <summary>
- /// Material a & b may have the same set of textures but different non-texture properties (colorTint etc...)
- /// If so then they need to be put into separate rectangels in the atlas. This method should check the non-texture properties
- /// and return false if they are different. Note that material a and b may use a different shader than GetShaderName so your code
- /// should handle the case where properties do not exist.
- /// </summary>
- bool NonTexturePropertiesAreEqual(Material a, Material b);
- /// <summary>
- /// Sets the non texture properties on the result materail after textures have been baked. If for example _Color has been blended with
- /// the _Albedo textures then the _Color property on the result material should probably be set to white.
- /// </summary>
- void SetNonTexturePropertyValuesOnResultMaterial(Material resultMaterial);
- /// <summary>
- /// Some textures may not be assigned for a material. This method should return a color that will used to create a small solid color texture
- /// to be used in these cases. Note that this small solid color texture will later be blended using OnBlendTexturePixel. If the texturePropertyname is _mainTex
- /// then the the returned color should probably be white so it looks correct when OnBlendTexturePixel blends the _Color.
- ///
- /// This is also used to determine if an atlas needs to be generated for a texture property. If all the source materials are missing the texture for
- /// texPropertyName property (eg. _MainTex), but some of the source materials return different value for:
- /// OnBlendTexturePixel(texturePropertyName, GetColorIfNoTexture(sourceMat, texturePropertyName))
- /// Then an atlas will be generated with the different colors.
- ///
- /// This method can also be used to collect the value of non texture properties and cache them for each source material. This information can be useful
- /// for setting values on the result material.
- /// </summary>
- Color GetColorIfNoTexture(Material m, ShaderTextureProperty texPropertyName);
- }
- }
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