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using UnityEngine ;
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using VisualPinball . Engine . VPT ;
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using Material = UnityEngine . Material ;
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- using Mesh = VisualPinball . Engine . VPT . Mesh ;
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namespace VisualPinball . Unity . Urp
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{
@@ -109,7 +108,7 @@ public Material CreateMaterial(PbrMaterial vpxMaterial, ITextureProvider texture
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unityMaterial . SetFloat ( Metallic , metallicValue ) ;
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// roughness / glossiness
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- unityMaterial . SetFloat ( Smoothness , vpxMaterial . Roughness ) ;
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+ SetSmoothness ( unityMaterial , vpxMaterial . Roughness ) ;
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// map
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if ( vpxMaterial . HasMap ) {
@@ -127,6 +126,11 @@ public Material CreateMaterial(PbrMaterial vpxMaterial, ITextureProvider texture
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return unityMaterial ;
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}
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+ public void SetSmoothness ( Material material , float smoothness )
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+ {
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+ material . SetFloat ( Smoothness , smoothness ) ;
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+ }
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+
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public Material MergeMaterials ( PbrMaterial vpxMaterial , Material texturedMaterial )
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{
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var nonTexturedMaterial = CreateMaterial ( vpxMaterial , null ) ;
@@ -140,5 +144,15 @@ public Material MergeMaterials(PbrMaterial vpxMaterial, Material texturedMateria
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return mergedMaterial ;
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}
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+
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+ public void SetDiffusionProfile ( Material material , DiffusionProfileTemplate template )
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+ {
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+ // todo
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+ }
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+
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+ public void SetMaterialType ( Material material , MaterialType materialType )
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+ {
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+ // todo
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+ }
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}
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}
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