unity美术工具,根据fbx生成预制

给美术做个工具

主要用到的Unity类:

EditorUtility
PrefabUtility
AssetDatabase
var assetArr = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Assets);
if (assetArr.Length > 1)
{
	EditorUtility.DisplayDialog("提示", "只能选一个包含模型的文件夹", "确定");
	return;
}
var asset = assetArr[0];
var assetPath = AssetDatabase.GetAssetPath(asset);
string modelPath = "";
string[] subDirs = Directory.GetFiles(assetPath,"*.FBX");
if (subDirs.Length > 1)
{
	EditorUtility.DisplayDialog("提示", string.Format("文件下有{0}个模型",subDirs.Length), "确定");
	return;
}
if (subDirs.Length < 1)
{
	EditorUtility.DisplayDialog("提示", string.Format("文件下没有模型或者模型后缀是小写",subDirs.Length), "确定");
	return;
}
foreach (var item in subDirs)
{
	modelPath = item;
}

获取fbx资源的地址

        if (Path.GetFileNameWithoutExtension(modelPath) != asset.name)
		{
			Logger.Error("模型名字 {0}   文件夹名字 {1}", Path.GetFileNameWithoutExtension(modelPath), asset.name);
			EditorUtility.DisplayDialog("提示", "模型名字和文件夹名字不一致", "确定");
			return;
		}
		Object assetModel = AssetDatabase.LoadAssetAtPath<Object>(modelPath);
		GameObject gobj = (GameObject)PrefabUtility.InstantiatePrefab(assetModel);
		
		SkinnedMeshRenderer[] meshRenderers = gobj.GetComponentsInChildren<SkinnedMeshRenderer>();
		for (int i = 0; i < meshRenderers.Length; i++)
		{
			AutoCreateMat(assetPath, meshRenderers[i].gameObject.name);
			
			Material Mat = AssetDatabase.LoadAssetAtPath<Material>(string.Concat(assetPath, "/materials/",meshRenderers[i].gameObject.name,".mat"));
			if (Mat == null)
			{
				Logger.Error("matName: {0} ", string.Concat(assetPath, "/materials/",meshRenderers[i].gameObject.name,".mat"));
			}
			meshRenderers[i].material = Mat;
		}
		
		string prefabPath = modelPath.Replace(".FBX","_prefab.prefab");
		// Make sure the file name is unique, in case an existing Prefab has the same name.
		prefabPath = AssetDatabase.GenerateUniqueAssetPath(prefabPath);
		PrefabUtility.SaveAsPrefabAsset(gobj, prefabPath);

		GameObject.DestroyImmediate(gobj);

(Path.GetFileNameWithoutExtension(modelPath)检查模型名字

AutoCreateMat(assetPath, meshRenderers[i].gameObject.name);是自动生成材质
AssetDatabase.GenerateUniqueAssetPath生成唯一名称的预制体,例如,ab.prefab已存在ab1.prefab
PrefabUtility.SaveAsPrefabAsset(gobj, prefabPath);

 这里创建的是预制体变体,为的是不修改输入对象。

说说自动生成材质

Material mat =new Material(Shader.Find(string.Concat("项目1/",shaderType.ToString())));

主要是这个,根据shader生成材质,

mat.SetTexture("_ReflectionCubeTex",reflectCubeTex);

给材质上shader设置Texture

        string texPath = string.Concat(path, "/texture");
		string[] subDirs = Directory.GetFiles(texPath);
		foreach (var item in subDirs)
		{
			if (item.Contains(name) && !item.EndsWith(".meta"))
			{
				int id = 0;
				Texture2D texture2D = (Texture2D)AssetDatabase.LoadAssetAtPath(item,typeof(Texture2D));
				try
				{
					id = Shader.PropertyToID(propertiesNameDict[item.Remove(item.LastIndexOf(".")).Substring(item.LastIndexOf("_") + 1).ToLower()]);
				}
				catch (Exception e)
				{
					Logger.Error("{0} item 有  === {1}", item, item.Remove(item.LastIndexOf(".")).Substring(item.LastIndexOf("_") + 1));
					EditorUtility.DisplayDialog("提示", string.Format("地址{0}命名不对",item), "确定");
					Console.WriteLine(e);
					throw;
				}

				if (id != 0)
				{
					mat.SetTexture(id,texture2D);
				}
				
			}

检查texture文件下的贴图

propertiesNameDict是一个根据保存shader贴图纹理的字典,

通过Shader.PropertyToID拿到id

mat.SetTexture(id,texture2D);

AssetDatabase.CreateAsset(mat,string.Concat(matFloderPath, "/", name, ".mat"));保存一下
            Material Mat = AssetDatabase.LoadAssetAtPath<Material>(string.Concat(assetPath, "/materials/",meshRenderers[i].gameObject.name,".mat"));
			if (Mat == null)
			{
				Logger.Error("matName: {0} ", string.Concat(assetPath, "/materials/",meshRenderers[i].gameObject.name,".mat"));
			}
			meshRenderers[i].material = Mat;

再赋值到预制的

SkinnedMeshRenderer组件上

差不多就是这样

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