using UnityEngine;
using UnityEditor;
public class EditorScript : ScriptableObject
{
// /
//
// Batch Texture import settings modifier.
//
// Modifies all selected textures in the project window and applies the requested modification on the
// textures. Idea was to have the same choices for multiple files as you would have if you open the
// import settings of a single texture. Put this into Assets/Editor and once compiled by Unity you find
// the new functionality in Custom -> Texture. Enjoy! :-)
//
// Based on the great work of benblo in this thread:
// http://forum.unity3d.com/viewtopic.php?t=16079&start=0&postdays=0&postorder=asc&highlight=textureimporter
//
// Developed by Martin Schultz, Decane in August 2009
// e-mail: ms@decane.net
//
// Updated for Unity 3.0 by col000r in August 2010
// http://col000r.blogspot.com
//
// /
[MenuItem("Custom/Texture/Change Texture Format/Auto Compressed")]
static void ChangeTextureFormat_AutoCompressed()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.AutomaticCompressed);
}
[MenuItem("Custom/Texture/Change Texture Format/Auto 16bit")]
static void ChangeTextureFormat_Auto16Bit()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.Automatic16bit);
}
[MenuItem("Custom/Texture/Change Texture Format/Auto Truecolor")]
static void ChangeTextureFormat_AutoTruecolor()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.AutomaticTruecolor);
}
[MenuItem("Custom/Texture/Change Texture Format/RGB Compressed DXT1")]
static void ChangeTextureFormat_RGB_DXT1()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.DXT1);
}
[MenuItem("Custom/Texture/Change Texture Format/RGB Compressed DXT5")]
static void ChangeTextureFormat_RGB_DXT5()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.DXT5);
}
[MenuItem("Custom/Texture/Change Texture Format/RGB 16 bit")]
static void ChangeTextureFormat_RGB_16bit()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.RGB16);
}
[MenuItem("Custom/Texture/Change Texture Format/RGB 24 bit")]
static void ChangeTextureFormat_RGB_24bit()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.RGB24);
}
[MenuItem("Custom/Texture/Change Texture Format/Alpha 8 bit")]
static void ChangeTextureFormat_Alpha_8bit()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.Alpha8);
}
[MenuItem("Custom/Texture/Change Texture Format/ARGB 16 bit")]
static void ChangeTextureFormat_RGBA_16bit()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.ARGB16);
}
[MenuItem("Custom/Texture/Change Texture Format/RGBA 32 bit")]
static void ChangeTextureFormat_RGBA_32bit()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.RGBA32);
}
[MenuItem("Custom/Texture/Change Texture Format/ARGB 32 bit")]
static void ChangeTextureFormat_ARGB_32bit()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.ARGB32);
}
[MenuItem("Custom/Texture/Change Texture Format/RGB PVRTC 2bit")]
static void ChangeTextureFormat_RGB_PVRTC_2bit()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGB2);
}
[MenuItem("Custom/Texture/Change Texture Format/RGBA PVRTC 2bit")]
static void ChangeTextureFormat_RGBA_PVRTC_2bit()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGBA2);
}
[MenuItem("Custom/Texture/Change Texture Format/RGB PVRTC 4bit")]
static void ChangeTextureFormat_RGB_PVRTC_4bit()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGB4);
}
[MenuItem("Custom/Texture/Change Texture Format/RGBA PVRTC 4bit")]
static void ChangeTextureFormat_RGBA_PVRTC_4bit()
{
SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGBA4);
}
// ----------------------------------------------------------------------------
[MenuItem("Custom/Texture/Change Texture Size/Change Max Texture Size/32")]
static void ChangeTextureSize_32()
{
SelectedChangeMaxTextureSize(32);
}
[MenuItem("Custom/Texture/Change Texture Size/Change Max Texture Size/64")]
static void ChangeTextureSize_64()
{
SelectedChangeMaxTextureSize(64);
}
[MenuItem("Custom/Texture/Change Texture Size/Change Max Texture Size/128")]
static void ChangeTextureSize_128()
{
SelectedChangeMaxTextureSize(128);
}
[MenuItem("Custom/Texture/Change Texture Size/Change Max Texture Size/256")]
static void ChangeTextureSize_256()
{
SelectedChangeMaxTextureSize(256);
}
[MenuItem("Custom/Texture/Change Texture Size/Change Max Texture Size/512")]
static void ChangeTextureSize_512()
{
SelectedChangeMaxTextureSize(512);
}
[MenuItem("Custom/Texture/Change Texture Size/Change Max Texture Size/1024")]
static void ChangeTextureSize_1024()
{
SelectedChangeMaxTextureSize(1024);
}
[MenuItem("Custom/Texture/Change Texture Size/Change Max Texture Size/2048")]
static void ChangeTextureSize_2048()
{
SelectedChangeMaxTextureSize(2048);
}
// ----------------------------------------------------------------------------
[MenuItem("Custom/Texture/Change MipMap/Enable MipMap")]
static void ChangeMipMap_On()
{
SelectedChangeMimMap(true);
}
[MenuItem("Custom/Texture/Change MipMap/Disable MipMap")]
static void ChangeMipMap_Off()
{
SelectedChangeMimMap(false);
}
// ----------------------------------------------------------------------------
[MenuItem("Custom/Texture/Change Non Power of 2/None")]
static void ChangeNPOT_None()
{
SelectedChangeNonPowerOf2(TextureImporterNPOTScale.None);
}
[MenuItem("Custom/Texture/Change Non Power of 2/ToNearest")]
static void ChangeNPOT_ToNearest()
{
SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToNearest);
}
[MenuItem("Custom/Texture/Change Non Power of 2/ToLarger")]
static void ChangeNPOT_ToLarger()
{
SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToLarger);
}
[MenuItem("Custom/Texture/Change Non Power of 2/ToSmaller")]
static void ChangeNPOT_ToSmaller()
{
SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToSmaller);
}
// ----------------------------------------------------------------------------
[MenuItem("Custom/Texture/Change Is Readable/Enable")]
static void ChangeIsReadable_Yes()
{
SelectedChangeIsReadable(true);
}
[MenuItem("Custom/Texture/Change Is Readable/Disable")]
static void ChangeIsReadable_No()
{
SelectedChangeIsReadable(false);
} //Unity3D教程手册:www.unitymanual.com
// ----------------------------------------------------------------------------
static void SelectedChangeIsReadable(bool enabled)
{
Object[] textures = GetSelectedTextures();
Selection.objects = new Object[0];
foreach (Texture2D texture in textures)
{
string path = AssetDatabase.GetAssetPath(texture);
TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
textureImporter.isReadable = enabled;
AssetDatabase.ImportAsset(path);
}
}
static void SelectedChangeNonPowerOf2(TextureImporterNPOTScale npot)
{
Object[] textures = GetSelectedTextures();
Selection.objects = new Object[0];
foreach (Texture2D texture in textures)
{
string path = AssetDatabase.GetAssetPath(texture);
TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
textureImporter.npotScale = npot;
AssetDatabase.ImportAsset(path);
}
}
static void SelectedChangeMimMap(bool enabled)
{
Object[] textures = GetSelectedTextures();
Selection.objects = new Object[0];
foreach (Texture2D texture in textures)
{
string path = AssetDatabase.GetAssetPath(texture);
TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
textureImporter.mipmapEnabled = enabled;
AssetDatabase.ImportAsset(path);
}
}
//Unity3D教程手册:www.unitymanual.com
static void SelectedChangeMaxTextureSize(int size)
{
Object[] textures = GetSelectedTextures();
Selection.objects = new Object[0];
foreach (Texture2D texture in textures)
{
string path = AssetDatabase.GetAssetPath(texture);
TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
textureImporter.maxTextureSize = size;
AssetDatabase.ImportAsset(path);
}
}
static void SelectedChangeTextureFormatSettings(TextureImporterFormat newFormat)
{
Object[] textures = GetSelectedTextures();
Selection.objects = new Object[0];
foreach (Texture2D texture in textures)
{
string path = AssetDatabase.GetAssetPath(texture);
//Debug.Log("path: " + path);
TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
textureImporter.textureFormat = newFormat;
AssetDatabase.ImportAsset(path);
}
}
static Object[] GetSelectedTextures()
{
return Selection.GetFiltered(typeof(Texture2D), SelectionMode.DeepAssets);
}
}
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最新推荐文章于 2021-08-12 18:52:50 发布