批量修改贴图导入设置工具脚本

来源:互联网 发布:初中课程同步辅导软件 编辑:程序博客网 时间:2024/06/03 06:28

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);      }  }