这个Unity3D批量修改贴图导入设置工具脚本十分小巧,但是威力大。特别针对大批量贴图要调整尺寸等等的时候作用尤为明显。在菜单中添加“Custom→Texture”的方式来批量改变所选的贴图导入设置。Unity本身只能一次打开一张图片进行导入设置,目前这个脚本可以批量更改贴图格式,是否开启MipMap,调整纹理最大尺寸,是否可读等等。
用法是把脚本放在你项目的资源目录的Editor文件夹下。然后选择你要批处理的纹理。到菜单中选择要处理的类型就可以了。
ChangeTextureImportSettings。csforUnity2.x
程序代码csharp代码:
using UnityEngine;
using UnityEditor;
public class ChangeTextureImportSettings : ScriptableObject {
[MenuItem ("Custom/Texture/Change Texture Format/Auto")]
static void ChangeTextureFormat_Auto() {
SelectedChangeTextureFormatSettings(TextureImporterFormat.Automatic);
}
[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/RGBA 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.ARGB32);
}
// ----------------------------------------------------------------------------
[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);
}
//Unity3D教程手册:www.unitymanual.com
[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);
}
// ----------------------------------------------------------------------------
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);
}
}