diff --git a/Assets/Editor/SvgToFlatMeshEditor.cs b/Assets/Editor/SvgToFlatMeshEditor.cs index b749a44..f5e92cf 100644 --- a/Assets/Editor/SvgToFlatMeshEditor.cs +++ b/Assets/Editor/SvgToFlatMeshEditor.cs @@ -12,6 +12,7 @@ using Unity.VectorGraphics; // From com.unity.vectorgraphics public class SvgToFlatMeshEditor : EditorWindow { TextAsset svgFile; + Material editorMaterial; float pixelsPerUnit = 100.0f; Transform parentTransform; float meshScale = 1f; @@ -36,6 +37,7 @@ public class SvgToFlatMeshEditor : EditorWindow EditorGUILayout.Space(); svgFile = (TextAsset)EditorGUILayout.ObjectField("SVG File (.svg)", svgFile, typeof(TextAsset), false); + editorMaterial = (Material)EditorGUILayout.ObjectField("Default Material", editorMaterial, typeof(Material), false); pixelsPerUnit = EditorGUILayout.FloatField(new GUIContent("Pixels Per Unit", "Rasterization scale used by VectorUtils. Higher = more detail"), pixelsPerUnit); meshScale = EditorGUILayout.FloatField(new GUIContent("Global Mesh Scale", "Scale applied to resulting mesh in world units"), meshScale); parentTransform = (Transform)EditorGUILayout.ObjectField("Parent Transform", parentTransform, typeof(Transform), true); @@ -147,11 +149,31 @@ public class SvgToFlatMeshEditor : EditorWindow var mf = go.AddComponent(); mf.sharedMesh = mesh; + var mr = go.AddComponent(); + + if (editorMaterial != null) + { + // instantiate a material so each region can have its own color without overwriting the original asset + Material matInstance = new Material(editorMaterial); + matInstance.color = color; + mr.sharedMaterial = matInstance; + } + else + { + // Create a quick default material + var mat = new Material(Shader.Find("Standard")); + mat.color = color; + mr.sharedMaterial = mat; + } + // Generate collider var mc = go.AddComponent(); mc.sharedMesh = mesh; mc.convex = false; // keep non-convex for flat terrain; set to true if needed for rigidbodies + // Add tag to disable mesh renderer before build + go.tag = "EditorOnlyMeshRenderer"; + // TODO: automatically assign audio triggers based on color } diff --git a/Assets/Resources/Materials.meta b/Assets/Resources/Materials.meta new file mode 100644 index 0000000..c055b12 --- /dev/null +++ b/Assets/Resources/Materials.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f49999260ece8634697bfdbbb7d67a2c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Materials/DefaultMaterial.mat b/Assets/Resources/Materials/DefaultMaterial.mat new file mode 100644 index 0000000..53b2438 --- /dev/null +++ b/Assets/Resources/Materials/DefaultMaterial.mat @@ -0,0 +1,136 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &-5404447359825006148 +MonoBehaviour: + m_ObjectHideFlags: 11 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} + m_Name: + m_EditorClassIdentifier: + version: 10 +--- !u!21 &2100000 +Material: + serializedVersion: 8 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: DefaultMaterial + m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3} + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: + RenderType: Opaque + disabledShaderPasses: + - 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