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