Files
2025-11-30 08:35:03 +02:00

64 lines
1.5 KiB
C#

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); }
}
}
}