-
Notifications
You must be signed in to change notification settings - Fork 0
/
BodyShader.cs
283 lines (253 loc) · 8.64 KB
/
BodyShader.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// Body Shader 1.0.0, by Acid Bubbles
/// Concept developed by Skeet
/// Allows applying custom shaders to persons
/// </summary>
public class BodyShader : MVRScript
{
private const string DefaultShaderKey = "Keep default";
public static readonly Dictionary<string, string[]> GroupedMaterials = new Dictionary<string, string[]>
{
{
"Skin",
new[]
{
"defaultMat",
"Anus",
"Ears",
"Face",
"Feet",
"Forearms",
"Genitalia",
"Hands",
"Head",
"Hips",
"Legs",
"Neck",
"Nipples",
"Nostrils",
"Lips",
"Shoulders",
"Torso"
}
},
{
"Face Internals",
new[]
{
"Cornea",
"Eyelashes",
"EyeReflection",
"Gums",
"InnerMouth",
"Irises",
"Lacrimals",
"Pupils",
"Sclera",
"Tear",
"Teeth",
"Tongue",
}
},
{
"Nails",
new[]
{
"Fingernails",
"Toenails",
}
}
};
private Atom _person;
private DAZCharacterSelector _selector;
private bool _dirty;
private DAZCharacter _character;
private Dictionary<Material, Shader> _original;
private readonly List<MapSettings> _map = new List<MapSettings>();
// private DAZHairGroup[] _hair;
private JSONStorableStringChooser _applyToJSON;
private JSONStorableStringChooser _shaderJSON;
private JSONStorableFloat _alphaJSON;
private JSONStorableFloat _renderQueue;
private class MapSettings
{
public string ShaderName { get; set; }
public string MaterialName { get; set; }
public float Alpha { get; set; }
public int RenderQueue { get; set; }
}
public override void Init()
{
try
{
if (containingAtom?.type != "Person")
{
SuperController.LogError($"This plugin only works on Person atoms");
DestroyImmediate(this);
return;
}
_person = containingAtom;
_selector = _person.GetComponentInChildren<DAZCharacterSelector>();
InitSettings();
InitControls();
_dirty = true;
}
catch (Exception e)
{
SuperController.LogError("Failed to init: " + e);
DestroyImmediate(this);
}
}
private void InitSettings()
{
foreach (var mat in GroupedMaterials.Values.SelectMany(v => v).Distinct())
{
var settings = new MapSettings { MaterialName = mat };
_map.Add(settings);
}
}
private void InitControls()
{
try
{
var refreshShadersJSON = new JSONStorableAction("Refresh shaders", () => _applyToJSON.choices = ScanShaders());
CreateButton("Refresh shaders", false).button.onClick.AddListener(() => _shaderJSON.choices = ScanShaders());
var groups = GroupedMaterials.Keys.ToList();
_applyToJSON = new JSONStorableStringChooser("Apply to...", groups, groups.FirstOrDefault(), "Apply to...", (string _) => _shaderJSON.valNoCallback = "");
var applyToPopup = CreateScrollablePopup(_applyToJSON, false);
applyToPopup.popupPanelHeight = 1200f;
_shaderJSON = new JSONStorableStringChooser("Shader", ScanShaders(), DefaultShaderKey, $"Shader", (string val) => ApplyToGroup());
var shaderPopup = CreateScrollablePopup(_shaderJSON, true);
shaderPopup.popupPanelHeight = 1200f;
// TODO: Find a way to see the full names when open, otherwise it's useless. Worst case, only keep the end.
// linkPopup.labelWidth = 1200f;
_alphaJSON = new JSONStorableFloat($"Alpha", 0f, (float val) => ApplyToGroup(), -1f, 1f);
CreateSlider(_alphaJSON, true);
_renderQueue = new JSONStorableFloat($"Render Queue", 1999f, (float val) => ApplyToGroup(), -1f, 5000f);
CreateSlider(_renderQueue, true);
}
catch (Exception e)
{
SuperController.LogError("Failed to init controls: " + e);
}
}
private static List<string> ScanShaders()
{
return UnityEngine.Resources
.FindObjectsOfTypeAll(typeof(Shader))
.Cast<Shader>()
.Where(s => s != null)
.Select(s => s.name)
.Where(s => !string.IsNullOrEmpty(s) && !s.StartsWith("__"))
.OrderBy(s => s)
.ToList();
}
private void ApplyToGroup()
{
var group = _applyToJSON.val;
string[] materialNames;
if (!GroupedMaterials.TryGetValue(group, out materialNames))
return;
foreach (var materialName in materialNames)
{
var setting = _map.FirstOrDefault(m => m.MaterialName == materialName);
if (setting == null) continue;
setting.ShaderName = _shaderJSON.val;
setting.Alpha = _alphaJSON.val;
setting.RenderQueue = (int)Math.Round(_renderQueue.val);
}
_dirty = true;
}
public void Update()
{
try
{
if (!_dirty)
{
if (_selector.selectedCharacter != _character)
_dirty = true;
// else if (_selector.hairItems.FirstOrDefault(h => h.active) != _hair?.FirstOrDefault())
// _dirty = true;
return;
}
// if (shaderJSON.val == DefaultShaderKey)
// {
// if (_original != null)
// {
// foreach (var x in _original)
// x.Key.shader = x.Value;
// }
// _dirty = false;
// return;
// }
_dirty = false;
_character = _selector.selectedCharacter;
if (_character == null) return;
var skin = _character.skin;
if (skin == null) return;
// _hair = _selector.hairItems.Where(h => h.active).ToArray();
// SuperController.LogMessage(string.Join(", ", skin.GPUmaterials.Select(m => m.name).OrderBy(n => n).ToArray()));
// SuperController.LogMessage(string.Join(", ", _map.Select(m => m.Key).OrderBy(n => n).ToArray()));
if (_original == null)
{
_original = new Dictionary<Material, Shader>();
foreach (var mat in skin.GPUmaterials)
{
_original.Add(mat, mat.shader);
}
}
foreach (var setting in _map)
{
if (setting.ShaderName == DefaultShaderKey || setting.ShaderName == null) continue;
var shader = Shader.Find(setting.ShaderName);
if (shader == null) return;
var mat = skin.GPUmaterials.FirstOrDefault(x => x.name.StartsWith(setting.MaterialName));
if (mat == null) continue;
mat.shader = shader;
mat.SetFloat("_AlphaAdjust", setting.Alpha);
mat.renderQueue = setting.RenderQueue;
}
// if (_hair != null)
// {
// foreach (var hair in _hair)
// {
// var hairMaterial = hair?.GetComponentInChildren<MeshRenderer>()?.material;
// if (hairMaterial != null)
// {
// hairMaterial.shader = shader;
// }
// }
// }
skin.BroadcastMessage("OnApplicationFocus", true);
}
catch (Exception e)
{
SuperController.LogError("something failed: " + e);
}
}
public void OnDisable()
{
try
{
_dirty = false;
if (_original != null)
{
foreach (var x in _original)
x.Key.shader = x.Value;
}
_character?.skin?.BroadcastMessage("OnApplicationFocus", true);
}
catch (Exception e)
{
SuperController.LogError("something failed: " + e);
}
}
public void OnDestroy()
{
OnDisable();
}
}