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Fix iris.shpk
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1 changed files with 10 additions and 13 deletions
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@ -327,26 +327,23 @@ public class MaterialExporter
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// NOTE: This is largely the same as the hair material, but is also missing a few features that would cause it to diverge. Keeping separate for now.
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private static MaterialBuilder BuildIris(Material material, string name)
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{
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var normal = material.Textures[TextureUsage.SamplerNormal];
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var mask = material.Textures[TextureUsage.SamplerMask];
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var normal = material.Textures[TextureUsage.SamplerNormal];
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var mask = material.Textures[TextureUsage.SamplerMask];
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var baseColor = material.Textures[TextureUsage.SamplerDiffuse];
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mask.Mutate(context => context.Resize(normal.Width, normal.Height));
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mask.Mutate(context => context.Resize(baseColor.Width, baseColor.Height));
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var baseColor = new Image<Rgba32>(normal.Width, normal.Height);
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normal.ProcessPixelRows(mask, baseColor, (normalAccessor, maskAccessor, baseColorAccessor) =>
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baseColor.ProcessPixelRows(mask, (baseColorAccessor, maskAccessor) =>
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{
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for (var y = 0; y < normalAccessor.Height; y++)
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for (var y = 0; y < baseColor.Height; y++)
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{
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var normalSpan = normalAccessor.GetRowSpan(y);
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var maskSpan = maskAccessor.GetRowSpan(y);
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var baseColorSpan = baseColorAccessor.GetRowSpan(y);
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var maskSpan = maskAccessor.GetRowSpan(y);
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for (var x = 0; x < normalSpan.Length; x++)
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for (var x = 0; x < baseColorSpan.Length; x++)
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{
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baseColorSpan[x].FromVector4(DefaultEyeColor * new Vector4(maskSpan[x].R / 255f));
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baseColorSpan[x].A = normalSpan[x].A;
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normalSpan[x].A = byte.MaxValue;
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var eyeColor = Vector4.Lerp(Vector4.One, DefaultEyeColor, maskSpan[x].B / 255f);
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baseColorSpan[x].FromVector4(baseColorSpan[x].ToVector4() * eyeColor);
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}
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}
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});
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