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Material.cs
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using AssetGenerator.Runtime.Extensions;
using System.Collections.Generic;
using System.Numerics;
using static glTFLoader.Schema.Material;
namespace AssetGenerator.Runtime
{
internal enum MaterialAlphaMode
{
Opaque = AlphaModeEnum.OPAQUE,
Mask = AlphaModeEnum.MASK,
Blend = AlphaModeEnum.BLEND,
}
internal class Material
{
public string Name { get; set; }
public PbrMetallicRoughness PbrMetallicRoughness { get; set; }
public NormalTextureInfo NormalTexture { get; set; }
public OcclusionTextureInfo OcclusionTexture { get; set; }
public TextureInfo EmissiveTexture { get; set; }
public Vector3? EmissiveFactor { get; set; }
public bool? DoubleSided { get; set; }
public MaterialAlphaMode? AlphaMode { get; set; }
public float? AlphaCutoff { get; set; }
public IEnumerable<Extension> Extensions { get; set; }
}
}