项目转战微端后,遇到一个问题:贴图如果不是pot(power of two),无法压缩成最优格式dxt,最明显的区别是,内存占用过大。差距,举例,如图:
是不是很夸张?然后看了下texture 的import settings,发现pot其实是要求图片的宽、高必须为4的倍数,不是2.这里就头疼了。美术的ui,基本上都是导出后裁切透明像素,
根本不care pot。一张、两张麻烦美术修改,倒也还好。做了工具,扫描项目中不合法的图片,发现有几十张,这就要疯了。知道ps可以批处理后,就思考着能否用ps来解决这个问题。研究了下ps的脚本,倒也蛮简单的,用的js,就是查起资料来贼麻烦。索性最后搞定了。自己写的jsx脚本如下:
var document=app.activeDocument;
//bug,default is cm
var oldW=document.width.as("px");
var oldH=document.height.as("px");
var potBase=4;
var w_left = oldW % potBase;
var h_right =oldH % potBase;
var x = oldW / potBase;
var y = oldH/ potBase;
//fixed bug:javascript 没有整型
x=parseInt(x);
y=parseInt(y);
y = h_right != 0 ? y + 1 : y;
x = w_left != 0 ? x + 1 : x;
x *= potBase;
y *= potBase;
var anchor=AnchorPosition.MIDDLECENTER;
preferences.rulerUnits=Units.PIXELS;
document.resizeCanvas (x, y, anchor);
document.save();
var options=SaveOptions.SAVECHANGES;
document.close (options);
这里大概描述了思路,实测是ok的。但是也是有弊病的,没法用在批处理。(反正我找了一圈没找着),只能打开一张图片后,选择文件-脚本-浏览,选择该脚本处理。最后,
祭出大杀器,直接改文件-脚本-图像处理起,这样批量导出图片的时候处理。代码如下:
if ( /*this.params["psd"]*/typename == "psd" ) {
if ( ! this.runningFromBridge && this.params["keepstructure"] && ! this.params["saveinsame"] ) {
var subFolderText = filePathNoName;
subFolderText = subFolderText.replace( this.params["source"], inFolderLocation);
subFolderText += "/";
} else {
var subFolderText = inFolderLocation;
}
Folder( subFolderText ).create();
var historyState = app.activeDocument.activeHistoryState;
//fixed
var _width = app.activeDocument.width.as("px");
var _height = app.activeDocument.height.as("px");
var height = (Math.round(_height/4)*4);
var width = (Math.round(_width/4)*4);
if ( this.params["runaction"] ) {
doAction( this.params["action"], this.params["actionset"] );
}
var uniqueFileName = CreateUniqueFileName( subFolderText, fileNameNoPath, ".psd" );
if ( ! IsFolderWritable( subFolderText ) ) {
alert( strCannotWriteToFolder + File( subFolderText ).fsName );
} else {
app.activeDocument.resizeCanvas(width,height)
SaveAsPSD( uniqueFileName, this.params["icc"] );
}
app.activeDocument.activeHistoryState = historyState;
}