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feat: import material remapping
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hybridherbst committed Nov 7, 2022
1 parent eb51147 commit a09c8a6
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Showing 2 changed files with 124 additions and 1 deletion.
34 changes: 33 additions & 1 deletion UnityGLTF/Assets/UnityGLTF/Editor/Scripts/GLTFImporter.cs
Original file line number Diff line number Diff line change
Expand Up @@ -81,6 +81,9 @@ private static void EnsureShadersAreLoaded()
[Tooltip("Enable this to get the same main asset identifiers as glTFast uses. This is recommended for new asset imports. Note that changing this for already imported assets will break their scene references and require manually re-adding the affected assets.")]
[SerializeField] internal bool _useSceneNameIdentifier = false;

// material remapping
[SerializeField] private Material[] m_Materials = new Material[0];

[Serializable]
internal class ExtensionInfo
{
Expand Down Expand Up @@ -264,6 +267,7 @@ string GetUniqueName(string desiredName)
if (_importMaterials)
{
// Get materials
var map = GetExternalObjectMap();
var materialHash = new HashSet<UnityEngine.Material>();
var materials = renderers.SelectMany(r =>
{
Expand All @@ -283,6 +287,20 @@ string GetUniqueName(string desiredName)
});
}).Distinct().ToArray();

// apply material remap
foreach(var r in renderers)
{
// remap materials to external objects
var m = r.sharedMaterials;
for (var i = 0; i < m.Length; i++)
{
var si = new SourceAssetIdentifier(m[i]);
if (map.ContainsKey(si))
m[i] = map[si] as Material;
}
r.sharedMaterials = m;
};

// Get textures
var textureHash = new HashSet<Texture2D>();
var texMaterialMap = new Dictionary<Texture2D, List<TexMaterialMap>>();
Expand Down Expand Up @@ -356,10 +374,17 @@ string GetUniqueName(string desiredName)
{
foreach (var mat in materials)
{
ctx.AddObjectToAsset(GetUniqueName(mat.name), mat);
// ensure materials that are overriden aren't shown in the hierarchy.
var si = new SourceAssetIdentifier(mat);
if (map.ContainsKey(si))
mat.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector;

ctx.AddObjectToAsset(GetUniqueName(mat.name), mat);
}
}

m_Materials = materials;

#if !UNITY_2022_1_OR_NEWER
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Expand Down Expand Up @@ -521,6 +546,13 @@ public TexMaterialMap(UnityEngine.Material material, string property, bool isNor
IsNormalMap = isNormalMap;
}
}

public override bool SupportsRemappedAssetType(Type type)
{
if (type == typeof(Material))
return true;
return base.SupportsRemappedAssetType(type);
}
}
}
#endif
91 changes: 91 additions & 0 deletions UnityGLTF/Assets/UnityGLTF/Editor/Scripts/GLTFImporterInspector.cs
Original file line number Diff line number Diff line change
@@ -1,10 +1,12 @@
#if UNITY_2017_1_OR_NEWER
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;

using UnityEngine;
using Object = UnityEngine.Object;
#if UNITY_2020_2_OR_NEWER
using UnityEditor.AssetImporters;
#else
Expand Down Expand Up @@ -72,7 +74,96 @@ public override void OnInspectorGUI()
}
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Materials", EditorStyles.boldLabel);
var mats = serializedObject.FindProperty("m_Materials");
EditorGUILayout.PropertyField(serializedObject.FindProperty(nameof(GLTFImporter._importMaterials)));

EditorGUILayout.Separator();
const string key = nameof(GLTFImporterInspector) + "_RemapMaterials";
var newVal = EditorGUILayout.BeginFoldoutHeaderGroup(SessionState.GetBool(key, false), "Remap Materials");
SessionState.SetBool(key, newVal);
// EditorGUILayout.LabelField("Remap Materials", EditorStyles.boldLabel);
// extract and remap materials
if (newVal)
{
EditorGUI.indentLevel++;
var externalObjectMap = t.GetExternalObjectMap();

void ExtractMaterial(Material subAsset)
{
if (!subAsset) return;
var destinationPath = Path.GetDirectoryName(t.assetPath) + "/" + subAsset.name + ".mat";
string assetPath = AssetDatabase.GetAssetPath(subAsset);

var clone = Instantiate(subAsset);
AssetDatabase.CreateAsset(clone, destinationPath);

var assetImporter = AssetImporter.GetAtPath(assetPath);
assetImporter.AddRemap(new AssetImporter.SourceAssetIdentifier(subAsset), clone);

AssetDatabase.WriteImportSettingsIfDirty(assetPath);
AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate);
}

for (var i = 0; i < mats.arraySize; i++)
{
var mat = mats.GetArrayElementAtIndex(i).objectReferenceValue as Material;
if (!mat) continue;
var id = new AssetImporter.SourceAssetIdentifier(mat);
externalObjectMap.TryGetValue(id, out var remap);
EditorGUILayout.BeginHorizontal();
// EditorGUILayout.ObjectField(/*mat.name,*/ mat, typeof(Material), false);
EditorGUI.BeginChangeCheck();
var newObj = EditorGUILayout.ObjectField(mat.name, remap, typeof(Material), false);
if (EditorGUI.EndChangeCheck())
{
if (newObj)
t.AddRemap(id, newObj);
else
t.RemoveRemap(id);
}

if (!remap)
{
if (GUILayout.Button("Extract", GUILayout.Width(60)))
ExtractMaterial(mat);
}
else
{
if (GUILayout.Button("Restore", GUILayout.Width(60))) {
t.RemoveRemap(id);
ApplyAndImport();
}
}

EditorGUILayout.EndHorizontal();
}

EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel(" ");
if (GUILayout.Button("Restore Materials"))
{
for (var i = 0; i < mats.arraySize; i++)
{
var mat = mats.GetArrayElementAtIndex(i).objectReferenceValue as Material;
if (!mat) continue;
t.RemoveRemap(new AssetImporter.SourceAssetIdentifier(mat));
}
}

if (GUILayout.Button("Extract Materials"))
{
for (var i = 0; i < mats.arraySize; i++)
{
ExtractMaterial(mats.GetArrayElementAtIndex(i).objectReferenceValue as Material);
}
}

EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
}

EditorGUILayout.EndFoldoutHeaderGroup();

EditorGUILayout.Separator();

var identifierProp = serializedObject.FindProperty(nameof(GLTFImporter._useSceneNameIdentifier));
Expand Down

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