Add model import support to Poly Haven importer
Browser gets Textures/Models tabs (per-type catalog cache). Model file JSON is parsed into per-set texture maps (generic set-prefix matching), FBX is downloaded with resolution fallback, one URP/Lit material is built per set via the shared PbrMaterialBuilder (which now returns the created Material), and new ModelImportUtil remaps FBX material slots to the built materials by set-name matching. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace Chameleon.Editor.WebAssets
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{
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/// <summary>Shared helpers for imported 3D models (FBX etc.).</summary>
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public static class ModelImportUtil
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{
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/// <summary>
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/// Remaps every source material of an imported model to the given built materials.
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/// With a single set, all slots get that material; with multiple sets, the source
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/// material name is matched against the set names (substring, case-insensitive).
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/// </summary>
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public static void RemapMaterials(string modelAssetPath, List<(string setName, Material mat)> sets)
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{
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if (sets == null || sets.Count == 0)
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return;
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var importer = AssetImporter.GetAtPath(modelAssetPath) as ModelImporter;
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if (!importer)
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{
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Debug.LogWarning($"[PBR Import] No model importer at {modelAssetPath} — skipping material remap.");
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return;
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}
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// Source material names = the embedded materials Unity generated on import.
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var srcNames = new List<string>();
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foreach (var obj in AssetDatabase.LoadAllAssetsAtPath(modelAssetPath))
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if (obj is Material m)
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srcNames.Add(m.name);
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if (srcNames.Count == 0)
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{
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Debug.LogWarning($"[PBR Import] {modelAssetPath} exposes no materials to remap.");
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return;
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}
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foreach (var name in srcNames)
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{
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var target = Pick(name, sets);
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if (!target)
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continue;
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importer.AddRemap(new AssetImporter.SourceAssetIdentifier(typeof(Material), name), target);
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}
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importer.SaveAndReimport();
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Debug.Log($"[PBR Import] Remapped {srcNames.Count} material slot(s) on {modelAssetPath}.");
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}
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private static Material Pick(string srcName, List<(string setName, Material mat)> sets)
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{
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if (sets.Count == 1)
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return sets[0].mat;
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string s = srcName.ToLowerInvariant();
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foreach (var (setName, mat) in sets)
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if (!string.IsNullOrEmpty(setName) && s.Contains(setName.ToLowerInvariant()))
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return mat;
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Debug.LogWarning($"[PBR Import] Material '{srcName}' matched no texture set — using '{sets[0].setName}'.");
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return sets[0].mat;
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}
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}
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}
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