// 保存顶点动画纹理
    public void SaveMeshTexture(string outputFilePath, string AniMeshName)
    {
        int totalFrame = m_AniMesh.GetTotalFrame();


        int       totalvectors = m_AniMesh.GetTotalVertices();
        int       npower       = IGGUtil.GettoPower(totalvectors);
        Texture2D combinedTex  = new Texture2D(npower, totalFrame, TextureFormat.RGBA32, false);

        combinedTex.filterMode = FilterMode.Point;
        combinedTex.wrapMode   = TextureWrapMode.Clamp;
        combinedTex.anisoLevel = 0;
        //
        int vertexCount      = 0;
        int SubMeshVertexNum = totalvectors;

        for (int frame = 0; frame < totalFrame; frame++)
        {
            for (int k = 0; k < SubMeshVertexNum; k++)
            {
                Vector3 vertex = m_AniMesh.m_Mesh.m_AniMesh[frame][k];
                Color   c      = IGGUtil.EncodeRGBM(vertex);
                combinedTex.SetPixel(k, frame, c);
            }
        }
        combinedTex.Apply(false);
        string dataPath = outputFilePath + AniMeshName + "_AT.asset";

        AssetDatabase.CreateAsset(combinedTex, dataPath);
    }