コード例 #1
0
ファイル: Baker.cs プロジェクト: tobyclh/SubstanceBaker
        public static void ApplySettings(BakerProfile profile, ProceduralMaterial proceduralMaterial, SubstanceImporter substanceImporter)
        {
            int width, height, format, loadbehaviour;

            substanceImporter.GetPlatformTextureSettings(proceduralMaterial.name, profile.platform, out width, out height, out format, out loadbehaviour);
            width         = profile.TargetWidth == 0 ? width : profile.TargetWidth;
            height        = profile.TargetHeight == 0 ? height : profile.TargetHeight;
            format        = profile.format == BakerProfile.Format.Unchanged ? format : (int)profile.format;
            loadbehaviour = profile.loadingBehaviour == BakerProfile.LoadingBehavior.Unchanged ? loadbehaviour : (int)profile.loadingBehaviour;
            Debug.Log("Applying Settings to " + proceduralMaterial.name); //Print the name of the material
            foreach (var property in profile.customFloat)
            {
                try
                {
                    if (proceduralMaterial.HasProceduralProperty(property.Name))
                    {
                        proceduralMaterial.SetProceduralFloat(property.Name, property.value);
                    }
                }
                catch (Exception e)
                {
                    Debug.LogError(e);
                }
            }
            substanceImporter.SetPlatformTextureSettings(proceduralMaterial, profile.platform, width, height, format, loadbehaviour);
            substanceImporter.SetGenerateAllOutputs(proceduralMaterial, profile.generateAllMaps);
            substanceImporter.SaveAndReimport(); //Reimport under the new settings
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
        }
コード例 #2
0
ファイル: SubstanceBaker.cs プロジェクト: rab000/env
        private void ConfigureSubstance(SubstanceImporter si)
        {
            //Set the format mode to RAW
            //Fails to work for an unknown reason, still looking into it!
            int maxTextureWidth;
            int maxTextureHeight;
            int textureFormat;
            int loadBehavior;

            si.GetPlatformTextureSettings(substance.name, "Standalone", out maxTextureWidth, out maxTextureHeight, out textureFormat, out loadBehavior);
            si.SetPlatformTextureSettings(substance, "Standalone", maxTextureWidth, maxTextureHeight, 1, loadBehavior);

            //Also generate heightmap and roughness
            si.SetGenerateAllOutputs(substance, true);
        }
コード例 #3
0
    public static void ExportAllSubstancesInDirectory(string dir)
    {
        string unity_assets_path           = Application.dataPath;
        string unity_export_texture_dir    = Path.Combine(Path.Combine(unity_assets_path, "Textures"), dir);
        string overload_editor_root_dir    = OverloadLevelConverter.FindEditorRootFolder();
        string overload_texture_export_dir = Path.Combine(overload_editor_root_dir, dir + "Textures");

        int export_count = 0;

        string[] files           = Directory.GetFiles(unity_export_texture_dir, "*.sbsar", SearchOption.AllDirectories);
        int      total_files     = files.Length;
        int      files_processed = 0;

        try {
            foreach (string filename in files)
            {
                // Get a usable path for LoadAsset
                string unity_asset_location = Path.Combine("Assets", OverloadLevelEditor.Utility.GetRelativeFilenameFromDirectory(unity_assets_path, filename)).Replace('\\', '/');

                // Show progress so far
                float prog_perc = (float)files_processed / (float)total_files;
                ++files_processed;
                if (EditorUtility.DisplayCancelableProgressBar("Exporting Substances", unity_asset_location, prog_perc))
                {
                    Debug.LogWarning("User cancelled Substance export");
                    break;
                }

                SubstanceImporter sub_imp = (SubstanceImporter)AssetImporter.GetAtPath(unity_asset_location);
                int sub_imp_count         = sub_imp.GetMaterialCount();
                if (sub_imp_count <= 0)
                {
                    continue;
                }

                // In order to call GetPixels32 the material must be set to Raw format and only Raw
                // Fixup those that need to be fixed, and then restore them back.
                var materials_to_restore_settings = new Dictionary <string, SubstanceTextureSettings>();
                ProceduralMaterial[] proc_mats    = sub_imp.GetMaterials();
                foreach (ProceduralMaterial proc_mat in proc_mats)
                {
                    int  maxTextureWidth;
                    int  maxTextureHeight;
                    int  textureFormat;
                    int  loadBehavior;
                    bool res = sub_imp.GetPlatformTextureSettings(proc_mat.name, string.Empty, out maxTextureWidth, out maxTextureHeight, out textureFormat, out loadBehavior);
                    if (!res)
                    {
                        Debug.LogError(string.Format("Failed to read platform settings for '{0}'", proc_mat.name));
                        continue;
                    }

                    if (textureFormat == (int)SubstanceTextureFormat.Raw)
                    {
                        continue;
                    }

                    // Convert to Raw format
                    materials_to_restore_settings.Add(proc_mat.name, new SubstanceTextureSettings()
                    {
                        mat = proc_mat, maxTextureWidth = maxTextureWidth, maxTextureHeight = maxTextureHeight, textureFormat = textureFormat, loadBehavior = loadBehavior
                    });
                    sub_imp.SetPlatformTextureSettings(proc_mat, string.Empty, maxTextureWidth, maxTextureHeight, (int)SubstanceTextureFormat.Raw, loadBehavior);
                }
                if (materials_to_restore_settings.Count != 0)
                {
                    AssetDatabase.ImportAsset(unity_asset_location);
                    sub_imp   = (SubstanceImporter)AssetImporter.GetAtPath(unity_asset_location);
                    proc_mats = sub_imp.GetMaterials();
                }

                try {
                    foreach (ProceduralMaterial proc_mat in proc_mats)
                    {
                        proc_mat.isReadable = true;
                        proc_mat.RebuildTexturesImmediately();
                        if (proc_mat.isProcessing)
                        {
                            Debug.LogError(string.Format("{0} is still processing", proc_mat.name));
                            continue;
                        }

                        Texture[] mat_texs = proc_mat.GetGeneratedTextures();
                        if (mat_texs.Length <= 0)
                        {
                            continue;
                        }

                        string material_name = proc_mat.name;

                        // Only look for the Diffuse texture
                        foreach (ProceduralTexture mat_tex in mat_texs.Where(m => m.name.EndsWith("_Diffuse", System.StringComparison.InvariantCultureIgnoreCase)))
                        {
                            // Copy the texture into a Texture2D, then write that out
                            Texture2D new_tex = new Texture2D(mat_tex.width, mat_tex.height);

                            new_tex.anisoLevel = mat_tex.anisoLevel;
                            new_tex.filterMode = mat_tex.filterMode;
                            new_tex.mipMapBias = mat_tex.mipMapBias;
                            new_tex.wrapMode   = mat_tex.wrapMode;

                            Color32[] pixels = mat_tex.GetPixels32(0, 0, mat_tex.width, mat_tex.height);
                            for (int i = 0; i < pixels.Length; i++)
                            {
                                pixels[i].a = 255;
                            }

                            new_tex.SetPixels32(pixels);
                            new_tex.Apply();

                            // Scale down to 512x512 before final export
                            TextureScale.Bilinear(new_tex, 512, 512);

                            string new_tex_name = Path.Combine(overload_texture_export_dir, material_name + ".png");

                            File.WriteAllBytes(new_tex_name, new_tex.EncodeToPNG());

                            export_count += 1;
                        }
                    }
                }
                finally {
                    if (materials_to_restore_settings.Count != 0)
                    {
                        // Restore settings
                        foreach (var kvp in materials_to_restore_settings)
                        {
                            //var name = kvp.Key;
                            var settings = kvp.Value;
                            sub_imp.SetPlatformTextureSettings(settings.mat, string.Empty, settings.maxTextureWidth, settings.maxTextureHeight, settings.textureFormat, settings.loadBehavior);
                        }
                        AssetDatabase.ImportAsset(unity_asset_location);
                    }
                }
            }
        }
        finally {
            EditorUtility.ClearProgressBar();
            Debug.Log("Finished exporting " + export_count.ToString() + " diffuse textures to " + overload_texture_export_dir);
        }
    }