Esempio n. 1
0
        public static void SaveColorTokenList()
        {
            MaterialCollection matCollection = Resources.Load <MaterialCollection>("materialDefinitions");
            StringBuilder      sb            = new StringBuilder();

            foreach (var item in matCollection.textures)
            {
                sb.Append("\"").Append(item.tag).Append("\",\"").Append(DFColorList.FindNearestColor(item.color)).Append("\"").AppendLine();
            }
            File.WriteAllText("colorTokens.csv", sb.ToString());
        }
 private void Awake()
 {
     if (_instance != null && _instance != this)
     {
         Destroy(this);
         return;
     }
     if (_instance == null)
     {
         _instance = this;
     }
 }
Esempio n. 3
0
 private void Awake()
 {
     if (_instance != null && _instance != this)
     {
         if (Application.isPlaying)
         {
             Destroy(_instance);
         }
         else
         {
             DestroyImmediate(_instance, true);
         }
         return;
     }
     if (_instance == null)
     {
         _instance = this;
     }
 }
Esempio n. 4
0
 public static void Init()
 {
     _instance = Resources.Load <MaterialCollection>("materialDefinitions");
 }
Esempio n. 5
0
        public static void BuildMaterialCollection()
        {
            var materialGUIDs = AssetDatabase.FindAssets("t:Material", new[] { "Assets/Materials/MaterialTypes" });

            int colorID     = Shader.PropertyToID("_Color");
            int albedoID    = Shader.PropertyToID("_MainTex");
            int specularID  = Shader.PropertyToID("_Specular");
            int normalID    = Shader.PropertyToID("_Normal");
            int occlusionID = Shader.PropertyToID("_Occlusion");
            int heightID    = Shader.PropertyToID("_Height");

            MaterialCollection matCollection = ScriptableObject.CreateInstance <MaterialCollection>();

            patternIndex = new Dictionary <string, int>();
            albedoList   = new List <Texture2D>();
            specularList = new List <Texture2D>();

            shapeIndex    = new Dictionary <string, int>();
            normalList    = new List <Texture2D>();
            occlusionList = new List <Texture2D>();
            alphaList     = new List <Texture2D>();

            defaultAlbedo   = Resources.Load <Texture2D>("Grey");
            defaultSpecular = Resources.Load <Texture2D>("Low_S");

            defaultNormal    = Resources.Load <Texture2D>("Flat_N");
            defaultOcclusion = Resources.Load <Texture2D>("Flat_O");
            defaultAlpha     = Resources.Load <Texture2D>("Opaque_A");

            matCollection.textures.Add(CreateTextureSet(new MaterialTag(), new Color(0.5f, 0.5f, 0.5f, 0.5f), null, null, null, null, null));

            foreach (var item in materialGUIDs)
            {
                var mat = AssetDatabase.LoadAssetAtPath <Material>(AssetDatabase.GUIDToAssetPath(item));

                matCollection.textures.Add(
                    CreateTextureSet(MaterialTag.Parse(mat.name),
                                     mat.GetColor(colorID),
                                     (Texture2D)mat.GetTexture(albedoID),
                                     (Texture2D)mat.GetTexture(specularID),
                                     (Texture2D)mat.GetTexture(normalID),
                                     (Texture2D)mat.GetTexture(occlusionID),
                                     (Texture2D)mat.GetTexture(heightID)));
            }

            Texture2DArray patternArray = new Texture2DArray(256, 256, albedoList.Count, TextureFormat.ARGB32, true, false);

            for (int i = 0; i < albedoList.Count; i++)
            {
                Debug.Log(i + ": " + albedoList[i].name + "," + specularList[i].name);
                MakeUsable(albedoList[i]);
                MakeUsable(specularList[i]);

                if (albedoList[i].width != 256 || albedoList[i].height != 256)
                {
                    TextureScale.Bilinear(albedoList[i], 256, 256);
                }
                if (specularList[i].width != 256 || specularList[i].height != 256)
                {
                    TextureScale.Bilinear(specularList[i], 256, 256);
                }

                var albedoArray   = albedoList[i].GetPixels();
                var specularArray = specularList[i].GetPixels();

                for (int j = 0; j < albedoArray.Length; j++)
                {
                    albedoArray[j].a = specularArray[j].r;
                }

                //No idea why this happens, but it does.
                if (patternArray == null)
                {
                    patternArray = new Texture2DArray(256, 256, albedoList.Count, TextureFormat.ARGB32, true, false);
                }
                patternArray.SetPixels(albedoArray, i);
            }

            patternArray.Apply(true);

            Texture2DArray shapeArray = new Texture2DArray(256, 256, normalList.Count, TextureFormat.ARGB32, true, true);

            for (int i = 0; i < normalList.Count; i++)
            {
                Debug.Log(i + ": " + normalList[i].name + "," + occlusionList[i].name + "," + alphaList[i].name);
                MakeUsable(normalList[i]);
                MakeUsable(occlusionList[i]);
                MakeUsable(alphaList[i]);

                if (normalList[i].width != 256 || normalList[i].height != 256)
                {
                    TextureScale.Bilinear(normalList[i], 256, 256);
                }
                if (occlusionList[i].width != 256 || occlusionList[i].height != 256)
                {
                    TextureScale.Bilinear(occlusionList[i], 256, 256);
                }
                if (alphaList[i].width != 256 || alphaList[i].height != 256)
                {
                    TextureScale.Bilinear(alphaList[i], 256, 256);
                }

                var normalArray    = normalList[i].GetPixels();
                var occlusionArray = occlusionList[i].GetPixels();
                var alphaArray     = alphaList[i].GetPixels();


                for (int j = 0; j < normalArray.Length; j++)
                {
                    normalArray[j] = new Color(occlusionArray[j].r, normalArray[j].b, alphaArray[j].r, normalArray[j].a);
                }

                shapeArray.SetPixels(normalArray, i);
            }

            shapeArray.Apply(true);

            AssetDatabase.CreateAsset(patternArray, "Assets/Resources/patternTextures.asset");
            AssetDatabase.CreateAsset(shapeArray, "Assets/Resources/shapeTextures.asset");
            AssetDatabase.CreateAsset(matCollection, "Assets/Resources/materialDefinitions.asset");
            AssetDatabase.SaveAssets();
        }