72 lines
2.1 KiB
GDScript
72 lines
2.1 KiB
GDScript
@tool
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extends Node3D
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@export var refresh_now: bool = false:
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set(value):
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if value:
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refresh_now = false # 自动弹回
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_apply_materials()
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@export var cartoon_material: ShaderMaterial:
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set(value):
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cartoon_material = value
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_apply_materials()
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@export var base_tex: Texture2D:
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set(value):
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base_tex = value
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_apply_materials()
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@export_group("Instance Overrides")
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@export var use_custom_color: bool = false:
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set(value):
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use_custom_color = value
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_apply_materials()
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@export var custom_color: Color = Color(1, 1, 1, 1):
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set(value):
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custom_color = value
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if use_custom_color: # 只有开启时才实时刷新
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_apply_materials()
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func _ready() -> void:
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_apply_materials()
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func _apply_materials():
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if not is_inside_tree() or cartoon_material == null:
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return
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for node in find_children("*", "MeshInstance3D", true, false):
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if not node is MeshInstance3D:
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continue
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# 1. 复制一份全新的独立材质,它自带模板 (toon.tres) 的默认颜色和贴图
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var unique_mat = cartoon_material.duplicate()
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# 2. 安全地获取原模型自带的贴图,并赋给独立材质
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if node.mesh != null and node.mesh.get_surface_count() > 0:
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var original_mat = node.mesh.surface_get_material(0)
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if original_mat != null:
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var final_tex: Texture2D = null
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# 兼容 StandardMaterial3D
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if original_mat is StandardMaterial3D:
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final_tex = original_mat.albedo_texture
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# 兼容原模型自带的其他 ShaderMaterial(如从 Blender 导入的材质)
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elif original_mat.has_method("get_shader_parameter"):
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final_tex = original_mat.get_shader_parameter("base_texture")
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if final_tex != null:
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unique_mat.set_shader_parameter("base_texture", final_tex)
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if final_tex == null:
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unique_mat.set_shader_parameter("base_texture", base_tex)
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# 3. 处理颜色覆盖
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# 如果勾选了自定义颜色,直接在独立材质上修改
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# 如果没勾选,则什么都不做,保留从模板复制来的默认颜色
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if use_custom_color:
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unique_mat.set_shader_parameter("color", custom_color)
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# 4. 最后,把配置好的独立材质一次性赋予模型
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node.material_override = unique_mat
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