批量修改贴图导入设置工具脚本

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;  
       
// /  
//  
// 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  
//  
// /  
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);  
    }  
       
    // ----------------------------------------------------------------------------  
  // 查看本栏目更多精彩内容:http://www.bianceng.cn/Programming/extra/     
    [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);  
    }  
}
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