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import: Use explicit providers instead of table to obtain textures and materials.
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+5
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Runtime/MaterialConverter.cs

Lines changed: 5 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -72,7 +72,7 @@ public static Material GetDefaultMaterial(BlendMode blendMode)
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}
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}
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75-
public Material CreateMaterial(PbrMaterial vpxMaterial, TableAuthoring table, Type objectType, StringBuilder debug = null)
75+
public Material CreateMaterial(PbrMaterial vpxMaterial, ITextureProvider textureProvider, Type objectType, StringBuilder debug = null)
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{
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Material defaultMaterial = GetDefaultMaterial(vpxMaterial.MapBlendMode);
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@@ -124,18 +124,16 @@ public Material CreateMaterial(PbrMaterial vpxMaterial, TableAuthoring table, Ty
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unityMaterial.SetFloat(Smoothness, vpxMaterial.Roughness);
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// map
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if (table != null && vpxMaterial.HasMap)
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{
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unityMaterial.SetTexture(BaseColorMap,table.GetTexture(vpxMaterial.Map.Name));
127+
if (vpxMaterial.HasMap) {
128+
unityMaterial.SetTexture(BaseColorMap,textureProvider.GetTexture(vpxMaterial.Map.Name));
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}
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// normal map
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if (table != null && vpxMaterial.HasNormalMap)
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{
132+
if (vpxMaterial.HasNormalMap) {
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unityMaterial.EnableKeyword("_NORMALMAP");
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unityMaterial.EnableKeyword("_NORMALMAP_TANGENT_SPACE");
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138-
unityMaterial.SetTexture( NormalMap, table.GetTexture(vpxMaterial.NormalMap.Name));
136+
unityMaterial.SetTexture( NormalMap, textureProvider.GetTexture(vpxMaterial.NormalMap.Name));
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}
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return unityMaterial;

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