using UnityEngine; using System.Collections; using System.Collections.Generic; using System; namespace DigitalOpus.MB.Core { /// /// A TextureBlender will attempt to blend non-texture properties with textures so that the result material looks the same as source material. /// public interface TextureBlender { /// /// 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" /// bool DoesShaderNameMatch(string shaderName); /// /// 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. /// void OnBeforeTintTexture(Material sourceMat, string shaderTexturePropertyName); /// /// 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. /// Color OnBlendTexturePixel(string shaderPropertyName, Color pixelColor); /// /// 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. /// bool NonTexturePropertiesAreEqual(Material a, Material b); /// /// 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. /// void SetNonTexturePropertyValuesOnResultMaterial(Material resultMaterial); /// /// 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. /// Color GetColorIfNoTexture(Material m, ShaderTextureProperty texPropertyName); } }