update the texture conversion of ORM

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Kayla Man 2023-01-17 23:51:28 +08:00 committed by GitHub
parent eb8c40a4e7
commit ba45473f8c
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@ -54,9 +54,7 @@ class ConvertGLSLShader(publish.Extractor):
orm_packed = cmds.listConnections(shader +
".TEX_ao_map")[0]
ao_output = orm_packed + ".outColorR"
rough_output = orm_packed + ".outColorG"
metallic_output = orm_packed + ".outColorB"
orm_output = orm_packed + ".outColor"
nrm = cmds.listConnections(shader + ".TEX_normal_map")[0]
nrm_output = nrm + ".outColor"
@ -68,18 +66,17 @@ class ConvertGLSLShader(publish.Extractor):
cmds.connectAttr(dif_output, glsl_dif)
cmds.connectAttr(nrm_output, glsl_nrm)
rgb_list = ["R", "G", "B"]
for ch in rgb_list:
mtl = ".u_MetallicTexture.u_MetallicTexture{}".format(ch) # noqa
mtl = glsl + mtl
ao = ".u_OcclusionTexture.u_OcclusionTexture{}".format(ch) # noqa
ao = glsl + ao
rough = ".u_RoughnessTexture.u_RoughnessTexture{}".format(ch) # noqa
rough = glsl + rough
cmds.connectAttr(metallic_output, mtl)
cmds.connectAttr(ao_output, ao)
cmds.connectAttr(rough_output, rough)
mtl = ".u_MetallicTexture.u_MetallicTexture"
mtl = glsl + mtl
ao = ".u_OcclusionTexture.u_OcclusionTexture"
ao = glsl + ao
rough = ".u_RoughnessTexture.u_RoughnessTexture"
rough = glsl + rough
cmds.connectAttr(orm_output, mtl)
cmds.connectAttr(orm_output, ao)
cmds.connectAttr(orm_output, rough)
# assign the shader to the asset
cmds.sets(mesh, forceElement=str(glsl_shadingGrp))