using UnityEngine; using Material = UnityEngine.Material; using Texture = UnityEngine.Texture; namespace UnityGLTF { public class UnlitMap : StandardMap, IUnlitUniformMap { private Vector2 baseColorOffset = new Vector2(0, 0); public UnlitMap(int MaxLOD = 1000) : base("GLTF/Unlit", "4d20effaf200f604db8b73f8e6a2e386", MaxLOD) { } public UnlitMap(string shaderName, string shaderGuid, int MaxLOD = 1000) : base(shaderName, shaderGuid, MaxLOD) { } public UnlitMap(Material m, int MaxLOD = 1000) : base(m, MaxLOD) { } public Texture BaseColorTexture { get { return _material.GetTexture("_MainTex"); } set { _material.SetTexture("_MainTex", value); } } public virtual int BaseColorTexCoord { get { return 0; } set { return; } } public virtual Vector2 BaseColorXOffset { get { return baseColorOffset; } set { _material.SetTextureOffset("_MainTex", value); baseColorOffset = value; } } public virtual double BaseColorXRotation { get { return 0; } set { return; } } public virtual Vector2 BaseColorXScale { get { return _material.GetTextureScale("_MainTex"); } set { _material.SetTextureScale("_MainTex", value); BaseColorXOffset = baseColorOffset; } } public virtual int BaseColorXTexCoord { get { return 0; } set { return; } } public virtual Color BaseColorFactor { get { return _material.GetColor("_Color"); } set { _material.SetColor("_Color", value); } } } }