Unity 根据文件路径批量修改图片格式

放在Editor下

using UnityEngine;
using UnityEditor;
using System.IO;

public class TextureSetting
{
    [MenuItem("Utils/TextureSetting", false, 100)]
    public static void TextureSettingFunc()
    {
        //以需要修改Assets/Resources/Texture路径下的png图为例.  路径与"*.png"根据自己情况修改 需要所有格式可以使用"*"
        string[] allPng = Directory.GetFiles("Assets/Resources/Texture", "*.png", SearchOption.AllDirectories);
        for (int i = 0; i < allPng.Length; i++)
        {
            Setting(allPng[i]);
        }
    }
    public static void Setting(string atlasAssetPath)
    {
        TextureImporter imp = TextureImporter.GetAtPath(atlasAssetPath) as TextureImporter;
        if (imp == null) return;
		
        imp.textureType = TextureImporterType.Default;
        imp.alphaIsTransparency = true;
        imp.mipmapEnabled = true;
        imp.wrapMode = TextureWrapMode.Clamp;
        imp.filterMode = FilterMode.Trilinear;
        
        TextureImporterPlatformSettings setting_Ios = imp.GetPlatformTextureSettings("iPhone");
        setting_Ios.overridden = true;
        setting_Ios.maxTextureSize = 2048;
        setting_Ios.format = TextureImporterFormat.ASTC_RGBA_5x5;
        setting_Ios.compressionQuality = 1;
        imp.SetPlatformTextureSettings(setting_Ios);

        TextureImporterPlatformSettings setting_Android = imp.GetPlatformTextureSettings("Android");
        setting_Android.overridden = true;
        setting_Android.maxTextureSize = 2048;
        setting_Android.format = TextureImporterFormat.ETC2_RGBA8;
        imp.SetPlatformTextureSettings(setting_Android);
        
		imp.SaveAndReimport();
        Debug.Log("设置图:" + atlasAssetPath);
    }
}

用OnPreprocessTexture也可以做到

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