C# 클래스 HoudiniEngineUnity.HEU_MaterialFactory

Manages materials used by Houdini Engine assets.
파일 보기 프로젝트 열기: sideeffects/HoudiniEngineForUnity 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
_defaultStandardMaterial Material

공개 메소드들

메소드 설명
CopyMaterial ( Material material ) : Material
CreateHoudiniMaterialData ( HoudiniEngineUnity.HEU_SessionBase session, HAPI_NodeId assetID, HAPI_NodeId materialID, HAPI_NodeId geoID, HAPI_PartId partID, List materialCache, string assetCacheFolderPath ) : HEU_MaterialData
CreateMaterialInCache ( int materialKey, string materialName, HEU_MaterialSourceWrapper sourceType, bool bWriteToFile, List materialCache, string assetCacheFolderPath ) : HEU_MaterialData
CreateNewHoudiniStandardMaterial ( string assetCacheFolderPath, string materialName, bool bWriteToFile ) : Material
CreateUnitySubstanceMaterialData ( int materialKey, string materialPath, string substanceName, int substanceIndex, List materialCache, string assetCacheFolderPath ) : HEU_MaterialData
DeleteAssetMaterial ( Material material ) : void
DestroyNonAssetMaterial ( Material material, bool bRegisterUndo ) : void
DoesMaterialExistInAssetCache ( Material material ) : bool
EnableGPUInstancing ( Material material ) : void
ExtractHoudiniImageToTextureFile ( HoudiniEngineUnity.HEU_SessionBase session, HoudiniEngineUnity.HAPI_MaterialInfo materialInfo, string imagePlanes, string assetCacheFolderPath ) : Texture2D
FindPluginShader ( string shaderName ) : Shader
FindShader ( string shaderName ) : Shader
GenerateDefaultMaterialName ( HAPI_NodeId geoID, HAPI_PartId partID ) : string
GetDefaultStandardMaterial ( ) : Material
GetMaterialDataFromCache ( int materialKey, List materialCache ) : HEU_MaterialData
GetMaterialDataMapFromCache ( List materialCache ) : HEU_MaterialData>.Dictionary
GetNewMaterialWithShader ( string assetCacheFolderPath, string shaderName, string materialName = "", bool bWriteToFile = true ) : Material
GetOrCreateDefaultMaterialInCache ( HEU_SessionBase session, HAPI_NodeId geoID, HAPI_PartId partID, bool bWriteToFile, List materialCache, string assetCacheFolderPath ) : HEU_MaterialData
GetUnitySubstanceMaterialKey ( string unityMaterialPath, string substanceName, int substanceIndex ) : int
LoadSubstanceMaterialWithIndex ( string materialPath, int substanceMaterialIndex ) : Material
LoadSubstanceMaterialWithName ( string materialPath, string substanceName ) : Material
LoadTexture ( string path ) : Texture2D

Loads texture at path which should be under a Resources/ folder.

LoadUnityMaterial ( string materialPath ) : Material
MaterialHasGPUInstancingEnabled ( Material material ) : bool
MaterialNameToKey ( string materialName ) : int
RenderAndExtractImageToTexture ( HEU_SessionBase session, HAPI_MaterialInfo materialInfo, HAPI_ParmId textureParmID, string textureName, string assetCacheFolderPath, bool isNormalMap, bool invertTexture = false ) : Texture2D
WhiteTexture ( ) : Texture2D
WriteMaterialToAssetCache ( Material material, string assetCacheFolderPath, string materialName, bool bOverwriteExisting ) : void

비공개 메소드들

메소드 설명
CreateMaterialInCache ( int materialKey, string materialName, HEU_MaterialData.Source sourceType, bool bWriteToFile, List materialCache, string assetCacheFolderPath ) : HEU_MaterialData
ExtractHoudiniImageToTexturePNGJPEG ( HoudiniEngineUnity.HEU_SessionBase session, HoudiniEngineUnity.HAPI_MaterialInfo materialInfo, string imagePlanes ) : Texture2D
ExtractHoudiniImageToTextureRaw ( HoudiniEngineUnity.HEU_SessionBase session, HoudiniEngineUnity.HAPI_MaterialInfo materialInfo, string imagePlanes ) : Texture2D

메소드 상세

CopyMaterial() 공개 정적인 메소드

public static CopyMaterial ( Material material ) : Material
material Material
리턴 Material

CreateHoudiniMaterialData() 공개 정적인 메소드

public static CreateHoudiniMaterialData ( HoudiniEngineUnity.HEU_SessionBase session, HAPI_NodeId assetID, HAPI_NodeId materialID, HAPI_NodeId geoID, HAPI_PartId partID, List materialCache, string assetCacheFolderPath ) : HEU_MaterialData
session HoudiniEngineUnity.HEU_SessionBase
assetID HAPI_NodeId
materialID HAPI_NodeId
geoID HAPI_NodeId
partID HAPI_PartId
materialCache List
assetCacheFolderPath string
리턴 HEU_MaterialData

CreateMaterialInCache() 공개 정적인 메소드

public static CreateMaterialInCache ( int materialKey, string materialName, HEU_MaterialSourceWrapper sourceType, bool bWriteToFile, List materialCache, string assetCacheFolderPath ) : HEU_MaterialData
materialKey int
materialName string
sourceType HEU_MaterialSourceWrapper
bWriteToFile bool
materialCache List
assetCacheFolderPath string
리턴 HEU_MaterialData

CreateNewHoudiniStandardMaterial() 공개 정적인 메소드

public static CreateNewHoudiniStandardMaterial ( string assetCacheFolderPath, string materialName, bool bWriteToFile ) : Material
assetCacheFolderPath string
materialName string
bWriteToFile bool
리턴 Material

CreateUnitySubstanceMaterialData() 공개 정적인 메소드

public static CreateUnitySubstanceMaterialData ( int materialKey, string materialPath, string substanceName, int substanceIndex, List materialCache, string assetCacheFolderPath ) : HEU_MaterialData
materialKey int
materialPath string
substanceName string
substanceIndex int
materialCache List
assetCacheFolderPath string
리턴 HEU_MaterialData

DeleteAssetMaterial() 공개 정적인 메소드

public static DeleteAssetMaterial ( Material material ) : void
material Material
리턴 void

DestroyNonAssetMaterial() 공개 정적인 메소드

public static DestroyNonAssetMaterial ( Material material, bool bRegisterUndo ) : void
material Material
bRegisterUndo bool
리턴 void

DoesMaterialExistInAssetCache() 공개 정적인 메소드

public static DoesMaterialExistInAssetCache ( Material material ) : bool
material Material
리턴 bool

EnableGPUInstancing() 공개 정적인 메소드

public static EnableGPUInstancing ( Material material ) : void
material Material
리턴 void

ExtractHoudiniImageToTextureFile() 공개 정적인 메소드

public static ExtractHoudiniImageToTextureFile ( HoudiniEngineUnity.HEU_SessionBase session, HoudiniEngineUnity.HAPI_MaterialInfo materialInfo, string imagePlanes, string assetCacheFolderPath ) : Texture2D
session HoudiniEngineUnity.HEU_SessionBase
materialInfo HoudiniEngineUnity.HAPI_MaterialInfo
imagePlanes string
assetCacheFolderPath string
리턴 Texture2D

FindPluginShader() 공개 정적인 메소드

public static FindPluginShader ( string shaderName ) : Shader
shaderName string
리턴 Shader

FindShader() 공개 정적인 메소드

public static FindShader ( string shaderName ) : Shader
shaderName string
리턴 Shader

GenerateDefaultMaterialName() 공개 정적인 메소드

public static GenerateDefaultMaterialName ( HAPI_NodeId geoID, HAPI_PartId partID ) : string
geoID HAPI_NodeId
partID HAPI_PartId
리턴 string

GetDefaultStandardMaterial() 공개 정적인 메소드

public static GetDefaultStandardMaterial ( ) : Material
리턴 Material

GetMaterialDataFromCache() 공개 정적인 메소드

public static GetMaterialDataFromCache ( int materialKey, List materialCache ) : HEU_MaterialData
materialKey int
materialCache List
리턴 HEU_MaterialData

GetMaterialDataMapFromCache() 공개 정적인 메소드

public static GetMaterialDataMapFromCache ( List materialCache ) : HEU_MaterialData>.Dictionary
materialCache List
리턴 HEU_MaterialData>.Dictionary

GetNewMaterialWithShader() 공개 정적인 메소드

public static GetNewMaterialWithShader ( string assetCacheFolderPath, string shaderName, string materialName = "", bool bWriteToFile = true ) : Material
assetCacheFolderPath string
shaderName string
materialName string
bWriteToFile bool
리턴 Material

GetOrCreateDefaultMaterialInCache() 공개 정적인 메소드

public static GetOrCreateDefaultMaterialInCache ( HEU_SessionBase session, HAPI_NodeId geoID, HAPI_PartId partID, bool bWriteToFile, List materialCache, string assetCacheFolderPath ) : HEU_MaterialData
session HEU_SessionBase
geoID HAPI_NodeId
partID HAPI_PartId
bWriteToFile bool
materialCache List
assetCacheFolderPath string
리턴 HEU_MaterialData

GetUnitySubstanceMaterialKey() 공개 정적인 메소드

public static GetUnitySubstanceMaterialKey ( string unityMaterialPath, string substanceName, int substanceIndex ) : int
unityMaterialPath string
substanceName string
substanceIndex int
리턴 int

LoadSubstanceMaterialWithIndex() 공개 정적인 메소드

public static LoadSubstanceMaterialWithIndex ( string materialPath, int substanceMaterialIndex ) : Material
materialPath string
substanceMaterialIndex int
리턴 Material

LoadSubstanceMaterialWithName() 공개 정적인 메소드

public static LoadSubstanceMaterialWithName ( string materialPath, string substanceName ) : Material
materialPath string
substanceName string
리턴 Material

LoadTexture() 공개 정적인 메소드

Loads texture at path which should be under a Resources/ folder.
public static LoadTexture ( string path ) : Texture2D
path string Path to texture, must be relative to a Resources/ folder.
리턴 Texture2D

LoadUnityMaterial() 공개 정적인 메소드

public static LoadUnityMaterial ( string materialPath ) : Material
materialPath string
리턴 Material

MaterialHasGPUInstancingEnabled() 공개 정적인 메소드

public static MaterialHasGPUInstancingEnabled ( Material material ) : bool
material Material
리턴 bool

MaterialNameToKey() 공개 정적인 메소드

public static MaterialNameToKey ( string materialName ) : int
materialName string
리턴 int

RenderAndExtractImageToTexture() 공개 정적인 메소드

public static RenderAndExtractImageToTexture ( HEU_SessionBase session, HAPI_MaterialInfo materialInfo, HAPI_ParmId textureParmID, string textureName, string assetCacheFolderPath, bool isNormalMap, bool invertTexture = false ) : Texture2D
session HEU_SessionBase
materialInfo HAPI_MaterialInfo
textureParmID HAPI_ParmId
textureName string
assetCacheFolderPath string
isNormalMap bool
invertTexture bool
리턴 Texture2D

WhiteTexture() 공개 정적인 메소드

public static WhiteTexture ( ) : Texture2D
리턴 Texture2D

WriteMaterialToAssetCache() 공개 정적인 메소드

public static WriteMaterialToAssetCache ( Material material, string assetCacheFolderPath, string materialName, bool bOverwriteExisting ) : void
material Material
assetCacheFolderPath string
materialName string
bOverwriteExisting bool
리턴 void

프로퍼티 상세

_defaultStandardMaterial 공개적으로 정적으로 프로퍼티

public static Material _defaultStandardMaterial
리턴 Material