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>
64 lines
2.5 KiB
C#
64 lines
2.5 KiB
C#
using System.Collections.Generic;
|
|
using UnityEditor;
|
|
using UnityEngine;
|
|
|
|
namespace Chameleon.Editor.WebAssets
|
|
{
|
|
/// <summary>Shared helpers for imported 3D models (FBX etc.).</summary>
|
|
public static class ModelImportUtil
|
|
{
|
|
/// <summary>
|
|
/// Remaps every source material of an imported model to the given built materials.
|
|
/// With a single set, all slots get that material; with multiple sets, the source
|
|
/// material name is matched against the set names (substring, case-insensitive).
|
|
/// </summary>
|
|
public static void RemapMaterials(string modelAssetPath, List<(string setName, Material mat)> sets)
|
|
{
|
|
if (sets == null || sets.Count == 0)
|
|
return;
|
|
var importer = AssetImporter.GetAtPath(modelAssetPath) as ModelImporter;
|
|
if (!importer)
|
|
{
|
|
Debug.LogWarning($"[PBR Import] No model importer at {modelAssetPath} — skipping material remap.");
|
|
return;
|
|
}
|
|
|
|
// Source material names = the embedded materials Unity generated on import.
|
|
var srcNames = new List<string>();
|
|
foreach (var obj in AssetDatabase.LoadAllAssetsAtPath(modelAssetPath))
|
|
if (obj is Material m)
|
|
srcNames.Add(m.name);
|
|
|
|
if (srcNames.Count == 0)
|
|
{
|
|
Debug.LogWarning($"[PBR Import] {modelAssetPath} exposes no materials to remap.");
|
|
return;
|
|
}
|
|
|
|
foreach (var name in srcNames)
|
|
{
|
|
var target = Pick(name, sets);
|
|
if (!target)
|
|
continue;
|
|
importer.AddRemap(new AssetImporter.SourceAssetIdentifier(typeof(Material), name), target);
|
|
}
|
|
importer.SaveAndReimport();
|
|
Debug.Log($"[PBR Import] Remapped {srcNames.Count} material slot(s) on {modelAssetPath}.");
|
|
}
|
|
|
|
private static Material Pick(string srcName, List<(string setName, Material mat)> sets)
|
|
{
|
|
if (sets.Count == 1)
|
|
return sets[0].mat;
|
|
|
|
string s = srcName.ToLowerInvariant();
|
|
foreach (var (setName, mat) in sets)
|
|
if (!string.IsNullOrEmpty(setName) && s.Contains(setName.ToLowerInvariant()))
|
|
return mat;
|
|
|
|
Debug.LogWarning($"[PBR Import] Material '{srcName}' matched no texture set — using '{sets[0].setName}'.");
|
|
return sets[0].mat;
|
|
}
|
|
}
|
|
}
|