Merge pull request #90554 from bqqbarbhg/fbx-color-fixes
FBX: Fix material colors
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commit
8e1b50045a
1 changed files with 9 additions and 5 deletions
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@ -1080,7 +1080,7 @@ Error FBXDocument::_parse_materials(Ref<FBXState> p_state) {
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if (fbx_material->pbr.base_color.has_value) {
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Color albedo = _material_color(fbx_material->pbr.base_color, fbx_material->pbr.base_factor);
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material->set_albedo(albedo);
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material->set_albedo(albedo.linear_to_srgb());
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}
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if (fbx_material->features.double_sided.enabled) {
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@ -1178,7 +1178,11 @@ Error FBXDocument::_parse_materials(Ref<FBXState> p_state) {
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}
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// Combined textures and factors are very unreliable in FBX
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material->set_albedo(Color(1, 1, 1));
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Color albedo_factor = Color(1, 1, 1);
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if (fbx_material->pbr.base_factor.has_value) {
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albedo_factor *= (float)fbx_material->pbr.base_factor.value_real;
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}
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material->set_albedo(albedo_factor.linear_to_srgb());
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// TODO: Does not support rotation, could be inverted?
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material->set_uv1_offset(_as_vec3(base_texture->uv_transform.translation));
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@ -1232,11 +1236,11 @@ Error FBXDocument::_parse_materials(Ref<FBXState> p_state) {
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if (fbx_material->pbr.emission_color.has_value) {
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material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true);
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material->set_emission(_material_color(fbx_material->pbr.emission_color));
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material->set_emission(_material_color(fbx_material->pbr.emission_color).linear_to_srgb());
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material->set_emission_energy_multiplier(float(fbx_material->pbr.emission_factor.value_real));
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}
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const ufbx_texture *emission_texture = _get_file_texture(fbx_material->pbr.ambient_occlusion.texture);
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const ufbx_texture *emission_texture = _get_file_texture(fbx_material->pbr.emission_color.texture);
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if (emission_texture) {
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material->set_texture(BaseMaterial3D::TEXTURE_EMISSION, _get_texture(p_state, GLTFTextureIndex(emission_texture->file_index), TEXTURE_TYPE_GENERIC));
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material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true);
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@ -1266,7 +1270,7 @@ Error FBXDocument::_parse_cameras(Ref<FBXState> p_state) {
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camera->set_fov(Math::deg_to_rad(real_t(fbx_camera->field_of_view_deg.y)));
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} else {
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camera->set_perspective(false);
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camera->set_size_mag(real_t(fbx_camera->orthographic_size.y));
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camera->set_size_mag(real_t(fbx_camera->orthographic_size.y * 0.5f));
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}
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if (fbx_camera->near_plane != 0.0f) {
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camera->set_depth_near(fbx_camera->near_plane);
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