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Add charactertattoo.shpk support
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1 changed files with 32 additions and 0 deletions
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@ -39,6 +39,7 @@ public class MaterialExporter
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"character.shpk" => BuildCharacter(material, name).WithAlpha(AlphaMode.MASK, 0.5f),
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"characterlegacy.shpk" => BuildCharacter(material, name).WithAlpha(AlphaMode.MASK, 0.5f),
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"characterglass.shpk" => BuildCharacter(material, name).WithAlpha(AlphaMode.BLEND),
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"charactertattoo.shpk" => BuildCharacterTattoo(material, name),
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"hair.shpk" => BuildHair(material, name),
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"iris.shpk" => BuildIris(material, name),
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"skin.shpk" => BuildSkin(material, name),
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@ -244,6 +245,37 @@ public class MaterialExporter
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}
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}
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private static readonly Vector4 DefaultTattooColor = new Vector4(38, 112, 102, 255) / new Vector4(255);
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private static MaterialBuilder BuildCharacterTattoo(Material material, string name)
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{
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var normal = material.Textures[TextureUsage.SamplerNormal];
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var baseColor = new Image<Rgba32>(normal.Width, normal.Height);
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normal.ProcessPixelRows(baseColor, (normalAccessor, baseColorAccessor) =>
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{
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for (var y = 0; y < normalAccessor.Height; y++)
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{
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var normalSpan = normalAccessor.GetRowSpan(y);
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var baseColorSpan = baseColorAccessor.GetRowSpan(y);
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for (var x = 0; x < normalSpan.Length; x++)
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{
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baseColorSpan[x].FromVector4(DefaultTattooColor);
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baseColorSpan[x].A = normalSpan[x].A;
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normalSpan[x].B = byte.MaxValue;
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normalSpan[x].A = byte.MaxValue;
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}
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}
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});
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return BuildSharedBase(material, name)
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.WithBaseColor(BuildImage(baseColor, name, "basecolor"))
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.WithNormal(BuildImage(normal, name, "normal"))
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.WithAlpha(AlphaMode.BLEND);
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}
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// TODO: These are hardcoded colours - I'm not keen on supporting highly customizable exports, but there's possibly some more sensible values to use here.
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private static readonly Vector4 DefaultHairColor = new Vector4(130, 64, 13, 255) / new Vector4(255);
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private static readonly Vector4 DefaultHighlightColor = new Vector4(77, 126, 240, 255) / new Vector4(255);
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