Unity 材质球贴图寻找

材质球寻找同级目录下对应贴图
格式为材质球名称后_A _M _N的图片文件。
在这里插入图片描述

using System.IO;
using UnityEditor;
using UnityEngine;

namespace RandyVR.Editor
{
    public class MatHelperEditor
    {

// 贴图类型
       static string[] TEXTURE_TYPE = { "_MetallicGlossMap", "_BumpMap", "_ParallaxMap", "_OcclusionMap", "_DetailMask", "_DetailAlbedoMap", "_DetailNormalMap"};

// Material需要设置的关键字
        static string[] TEXTURE_KEYWORD = { "_METALLICGLOSSMAP", "_NORMALMAP", "_PARALLAXMAP", "", "_DETAIL_MULX2", "_DETAIL_MULX2", "_DETAIL_MULX2" };

        [MenuItem("Assets/Mat贴图寻找",false,1)]
        private static void Creat()
        {

            string[] asset = Selection.assetGUIDs;
            object[] mats = Selection.objects;
            for (int i = 0; i < asset.Length; i++)
            {
                var path = AssetDatabase.GUIDToAssetPath(asset[i]);
                Material mat = AssetDatabase.LoadAssetAtPath<Material>(path);
                if (mat!=null)
                {
                    FindTexture(mat, path);
                }
            }
        }

        private static void FindTexture(Material mat,string path)
        {
            
            Texture A=Find_A_Texture(path);
           
            if (A!=null)
            {
                mat.mainTexture = A;
            }
            
            Texture M=Find_M_Texture(path);
            if (M!=null)
            {
                mat.EnableKeyword(TEXTURE_KEYWORD[0]);
                mat.SetTexture(TEXTURE_TYPE[0],M);
            }
           
            Texture N=Find_N_Texture(path);
            if (N!=null)
            {
                mat.EnableKeyword(TEXTURE_KEYWORD[1]);
                mat.SetTexture(TEXTURE_TYPE[1],N);
            }
           
        }
		
        private static Texture Find_A_Texture(string path)
        {
            file = "";
            FindFile( Directory.GetParent(path).Parent.FullName, Path.GetFileNameWithoutExtension(path) + "_A");
            if (file=="")
            {
                return null; 
            }
            return AssetDatabase.LoadAssetAtPath<Texture>(file.Substring(file.IndexOf("Assets")));
        }
        private static Texture Find_M_Texture(string path)
        {
            file = "";
            FindFile(Directory.GetParent(path).Parent.FullName, Path.GetFileNameWithoutExtension(path) + "_M");
            if (file=="")
            {
                return null;
            }
            return AssetDatabase.LoadAssetAtPath<Texture>(file.Substring(file.IndexOf("Assets")));
        }
        private static Texture Find_N_Texture(string path)
        {
            file = "";
            FindFile(Directory.GetParent(path).Parent.FullName, Path.GetFileNameWithoutExtension(path) + "_N");
            if (file=="")
            {
                return null;
            }
           return AssetDatabase.LoadAssetAtPath<Texture>(file.Substring(file.IndexOf("Assets")));
        }
        private static string file;
        private static void FindFile(string path,string name)
        {
          
            foreach (var _path in Directory.GetDirectories(path))
            {
                FindFile(_path, name);
            }

            foreach (var _file in Directory.GetFiles(path))
            {
                if (Path.GetFileNameWithoutExtension(_file)==name)
                {
                    file= _file;
                    return;
                }
            }
            
        }

     

    }
}

  • 1
    点赞
  • 4
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值