/** * Copyright(c) Live2D Inc. All rights reserved. * * Use of this source code is governed by the Live2D Open Software license * that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html. */ using UnityEngine; namespace Live2D.Cubism.Rendering { /// /// Default materials. /// public static class CubismBuiltinMaterials { /// /// Default unlit material. /// public static Material Unlit { get { return LoadUnlitMaterial("Unlit"); } } /// /// Default unlit, additively blending material. /// public static Material UnlitAdditive { get { return LoadUnlitMaterial("UnlitAdditive"); } } /// /// Default unlit, multiply blending material. /// public static Material UnlitMultiply { get { return LoadUnlitMaterial("UnlitMultiply"); } } /// /// Default unlit masked material. /// public static Material UnlitMasked { get { return LoadUnlitMaterial("UnlitMasked"); } } /// /// Default unlit masked, additively blending material. /// public static Material UnlitAdditiveMasked { get { return LoadUnlitMaterial("UnlitAdditiveMasked"); } } /// /// Default unlit masked, multiply blending material. /// public static Material UnlitMultiplyMasked { get { return LoadUnlitMaterial("UnlitMultiplyMasked"); } } /// /// Default unlit masked inverted material. /// public static Material UnlitMaskedInverted { get { return LoadUnlitMaterial("UnlitMaskedInverted"); } } /// /// Default unlit masked inverted, additively blending material. /// public static Material UnlitAdditiveMaskedInverted { get { return LoadUnlitMaterial("UnlitAdditiveMaskedInverted"); } } /// /// Default unlit masked inverted, multiply blending material. /// public static Material UnlitMultiplyMaskedInverted { get { return LoadUnlitMaterial("UnlitMultiplyMaskedInverted"); } } /// /// Default unlit material. /// public static Material UnlitCulling { get { return LoadUnlitMaterial("UnlitCulling"); } } /// /// Default unlit, additively blending material. /// public static Material UnlitAdditiveCulling { get { return LoadUnlitMaterial("UnlitAdditiveCulling"); } } /// /// Default unlit, multiply blending material. /// public static Material UnlitMultiplyCulling { get { return LoadUnlitMaterial("UnlitMultiplyCulling"); } } /// /// Default unlit masked material. /// public static Material UnlitMaskedCulling { get { return LoadUnlitMaterial("UnlitMaskedCulling"); } } /// /// Default unlit masked, additively blending material. /// public static Material UnlitAdditiveMaskedCulling { get { return LoadUnlitMaterial("UnlitAdditiveMaskedCulling"); } } /// /// Default unlit masked, multiply blending material. /// public static Material UnlitMultiplyMaskedCulling { get { return LoadUnlitMaterial("UnlitMultiplyMaskedCulling"); } } /// /// Default unlit masked inverted material. /// public static Material UnlitMaskedInvertedCulling { get { return LoadUnlitMaterial("UnlitMaskedInvertedCulling"); } } /// /// Default unlit masked inverted, additively blending material. /// public static Material UnlitAdditiveMaskedInvertedCulling { get { return LoadUnlitMaterial("UnlitAdditiveMaskedInvertedCulling"); } } /// /// Default unlit masked inverted, multiply blending material. /// public static Material UnlitMultiplyMaskedInvertedCulling { get { return LoadUnlitMaterial("UnlitMultiplyMaskedInvertedCulling"); } } /// /// Default mask material. /// public static Material Mask { get { return LoadMaskMaterial(); } } /// /// Default culled mask material. /// public static Material MaskCulling { get { return LoadMaskCullingMaterial(); } } #region Helper Methods /// /// Resource directory of builtin s. /// private const string ResourcesDirectory = "Live2D/Cubism/Materials"; /// /// Loads an unlit material. /// /// Material name. /// The material. private static Material LoadUnlitMaterial(string name) { return Resources.Load(ResourcesDirectory + "/" + name); } /// /// Loads an mask material. /// /// The material. private static Material LoadMaskMaterial() { return Resources.Load(ResourcesDirectory + "/Mask"); } /// /// Loads an mask culling material. /// /// The material. private static Material LoadMaskCullingMaterial() { return Resources.Load(ResourcesDirectory + "/MaskCulling"); } #endregion } }