public void Apply(AssetImporter originalImporter, string assetPath, Property[] properties)
        {
            SubstanceImporter importer = (SubstanceImporter)originalImporter;

            for (int i = 0; i < properties.Length; i++)
            {
                var property = properties [i];

                switch (property.name)
                {
                case "userData":
                    importer.userData = property.value;
                    break;

                case "assetBundleName":
                    importer.assetBundleName = property.value;
                    break;

                case "assetBundleVariant":
                    importer.assetBundleVariant = property.value;
                    break;

                case "name":
                    importer.name = property.value;
                    break;

                case "hideFlags":
                    importer.hideFlags = (HideFlags)System.Enum.Parse(typeof(HideFlags), property.value, true);
                    break;
                }
            }
        }
예제 #2
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        /// <summary>
        /// Bake the Substance outputs to PNG textures in the target folder
        /// A separate folder will be created using the material name
        /// </summary>
        public void BakeSubstance(ProceduralMaterial substance, string targetFolder)
        {
            this.substance    = substance;
            this.targetFolder = targetFolder;

            SetupFolder();

            //Substance .sbsar container
            string substancePath = AssetDatabase.GetAssetPath(substance.GetInstanceID());

            si = AssetImporter.GetAtPath(substancePath) as SubstanceImporter;

            //Make readable
            substance.isReadable = true;

            ConfigureSubstance(si);
            AssetDatabase.Refresh();
            ConfigureSubstance(si);

            //Generate textures
            substance.RebuildTexturesImmediately();

            substanceOutputs = substance.GetGeneratedTextures();

            foreach (Texture texture in substanceOutputs)
            {
                {
                    ConvertProceduralTexture(texture);
                }
            }

            AssetDatabase.Refresh();
        }
		public static Material LoadSubstanceMaterialWithIndex(string materialPath, int substanceMaterialIndex)
		{
			Material material = LoadUnityMaterial(materialPath);
#if UNITY_2017_4_OR_NEWER || UNITY_2018_1_OR_NEWER
			Debug.LogErrorFormat("Houdini Engine for Unity does not support the new Substance plugin as of yet!");
#elif UNITY_EDITOR
			if (material != null)
			{
				string assetPath = HEU_AssetDatabase.GetAssetPath(material);
				SubstanceImporter substanceImporter = AssetImporter.GetAtPath(assetPath) as SubstanceImporter;

				if(substanceMaterialIndex >= 0 && substanceMaterialIndex < substanceImporter.GetMaterialCount())
				{
					material = substanceImporter.GetMaterials()[substanceMaterialIndex];
				}
			}
#endif
			if (material != null)
			{
				Debug.LogFormat("Loaded Substance material with index {0} from path {1}.", substanceMaterialIndex, materialPath);
			}
			else
			{
				Debug.LogWarningFormat("Failed to load Substance material with index {0} from path {1}.", substanceMaterialIndex, materialPath);
			}

			return material;
		}
예제 #4
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        //Looks for the FAE_WindVectors substance in the project
        public void FindSubstance()
        {
            //Substance already assigned, no need to find it
            if (windSubstance)
            {
                return;
            }

            string[] assets    = AssetDatabase.FindAssets("t:ProceduralMaterial FAE_WindVectors");
            string   assetPath = AssetDatabase.GUIDToAssetPath(assets[0]);

            SubstanceImporter si = AssetImporter.GetAtPath(assetPath) as SubstanceImporter; //Substance .sbsar container

            ProceduralMaterial[] substanceContainer = si.GetMaterials();

            //Look for the substance instance matching the material name we're looking for
            foreach (ProceduralMaterial substanceInstance in substanceContainer)
            {
                if (substanceInstance.name == "FAE_WindVectors")
                {
                    windSubstance = substanceInstance; //Gotcha

                    GetSubstanceOutput();
                }
            }

            //Debug.Log("Found substance: " + windSubstance.name);
        }
예제 #5
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        //Locate the StylizedWater Substance material in the project
        private void FindSubstance()
        {
            string[] assets    = AssetDatabase.FindAssets("t:ProceduralMaterial StylizedWater");
            string   assetPath = AssetDatabase.GUIDToAssetPath(assets[0]);

            SubstanceImporter si = AssetImporter.GetAtPath(assetPath) as SubstanceImporter; //Substance .sbsar container

            ProceduralMaterial[] substanceContainer = si.GetMaterials();

            //Look for the substance instance matching the material name we're looking for
            foreach (ProceduralMaterial substanceInstance in substanceContainer)
            {
                if (substanceInstance.name == "StylizedWater")
                {
                    substance = substanceInstance; //Gotcha
                    si.SetGenerateAllOutputs(substance, true);
                    //Debug.Log("[Stylized Water] Succesfully located \"StylizedWater\" Substance in project.");
                }
            }

            if (!substance)
            {
                Debug.LogError("[Stylized Water] The \"StylizedWater\" Substance material could not be located in the project. Was it removed or renamed?");
            }
        }
		public static Material LoadSubstanceMaterialWithName(string materialPath, string substanceName)
		{
			Material material = LoadUnityMaterial(materialPath);
#if UNITY_2017_4_OR_NEWER || UNITY_2018_1_OR_NEWER
			Debug.LogErrorFormat("Houdini Engine for Unity does not support the new Substance plugin as of yet!");
#elif UNITY_EDITOR
			if (material != null)
			{
				string assetPath = HEU_AssetDatabase.GetAssetPath(material);
				
				SubstanceImporter substanceImporter = AssetImporter.GetAtPath(assetPath) as SubstanceImporter;

				ProceduralMaterial[] proceduralMaterials = substanceImporter.GetMaterials();
				for(int i = 0; i < proceduralMaterials.Length; ++i)
				{
					if(proceduralMaterials[i].name.Equals(substanceName))
					{
						material = proceduralMaterials[i];
						break;
					}
				}
			}
#endif

			if(material != null)
			{
				Debug.LogFormat("Loaded Substance material with name {0} from path {1}.", substanceName, materialPath);
			}
			else
			{
				Debug.LogWarningFormat("Failed to load Substance material with name {0} from path {1}.", substanceName, materialPath);
			}
			
			return material;
		}
예제 #7
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        /// <summary>
        /// Bake the Substance outputs to PNG textures in the target folder
        /// A seperate folder /Textures folder will be created next to the material
        /// </summary>
        public void BakeSubstance(ProceduralMaterial substance, Material material, bool useCompression = false)
        {
            this.substance = substance;
            this.material  = material;
            SubstanceBaker.useCompression = useCompression;

            //Substance .sbsar container
            string substancePath = AssetDatabase.GetAssetPath(substance.GetInstanceID());

            si = AssetImporter.GetAtPath(substancePath) as SubstanceImporter;

            //Also generate shadermap
            si.SetGenerateAllOutputs(substance, true);

            //Make readable
            substance.isReadable = true;

            //Generate textures
            substance.RebuildTexturesImmediately();

            Texture[] substanceOutputs = substance.GetGeneratedTextures();

            foreach (Texture texture in substanceOutputs)
            {
                {
                    ConvertProceduralTexture(texture);
                }
            }

            AssetDatabase.Refresh();
        }
예제 #8
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        public static Dictionary <string, List <string> > GatherProceduralMaterials()
        {
            Dictionary <string, List <string> > materials = new Dictionary <string, List <string> >();

            //search for materials
            foreach (var obj in Selection.objects)
            {
                string path = AssetDatabase.GetAssetPath(obj);
                if (obj is ProceduralMaterial)
                {
                    if (!materials.Keys.Contains(path))
                    {
                        materials.Add(path, new List <string>()
                        {
                            obj.name
                        });
                    }
                    else
                    {
                        if (!materials[path].Contains(obj.name))
                        {
                            materials[path].Add(obj.name);
                        }
                    }
                }
                else if (obj is SubstanceArchive)
                {
                    SubstanceImporter substanceImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(obj)) as SubstanceImporter; // Get the substance importer to change the settings
                    var importerMats = substanceImporter.GetMaterials();
                    foreach (var mat in importerMats)
                    {
                        if (!materials.Keys.Contains(path))
                        {
                            materials.Add(path, new List <string>()
                            {
                                mat.name
                            });
                        }
                        else
                        {
                            if (!materials[path].Contains(mat.name))
                            {
                                materials[path].Add(mat.name);
                            }
                        }
                    }
                }
            }
            Debug.Log("Substance Baker : Found " + materials.Count.ToString() + " materials");
            return(materials);
        }
예제 #9
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        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);
        }
예제 #10
0
        public static void ApplySettings(BakerProfile profile)
        {
            var materials = GatherProceduralMaterials();

            for (int i = 0; i < materials.Count; i++)
            {
                SubstanceImporter substanceImporter = AssetImporter.GetAtPath(materials.ElementAt(i).Key) as SubstanceImporter; // Get the substance importer to change the settings
                var proceduralMaterials             = substanceImporter.GetMaterials();                                         //Get all the materials within that particular sbsar
                foreach (ProceduralMaterial proceduralMaterial in proceduralMaterials)                                          //For each procedural material in the sbsar...
                {
                    if (materials.ElementAt(i).Value.Contains(proceduralMaterial.name))
                    {
                        ApplySettings(profile, proceduralMaterial, substanceImporter);
                    }
                }
                Resources.UnloadUnusedAssets();
            }
        }
예제 #11
0
    void Start()
    {
        Assert.IsNotNull(m_TargetGameObject);

        m_Renderer = m_TargetGameObject.GetComponent <Renderer>();
        Assert.IsNotNull(m_Renderer);

        Object[] obj_array = Resources.LoadAll("SubstanceArch", typeof(UnityEditor.SubstanceArchive));
        foreach (Object obj in obj_array)
        {
            SubstanceArchive sbs = obj as SubstanceArchive;
            // https://forum.unity.com/threads/substance-proceduralmaterial-to-material-possible.200767/
            string            fromPath         = AssetDatabase.GetAssetPath(sbs.GetInstanceID());
            SubstanceImporter fromImporter     = AssetImporter.GetAtPath(fromPath) as SubstanceImporter;
            int fromMaterialCount              = fromImporter.GetMaterialCount();
            ProceduralMaterial[] fromMaterials = fromImporter.GetMaterials();

            foreach (ProceduralMaterial proc in fromMaterials)
            {
                m_ProcMaterialList.Add(proc);
            }
        }
        Debug.Log("m_ProcMaterialArray.Length = " + m_ProcMaterialList.Count);

        /*
         * m_ProcMaterialArray =
         *  Resources.FindObjectsOfTypeAll( typeof( ProceduralMaterial ) ) as ProceduralMaterial[];
         * Debug.Log( "m_ProcMaterialArray.Length = " + m_ProcMaterialArray.Length );
         * foreach ( ProceduralMaterial proc_mat in m_ProcMaterialArray )
         * {
         *  Debug.Log( "proc_mat.name = " + proc_mat.name );
         * }
         */

        /*
         * m_Texture =
         *  Resources.Load("ground_rock_face/resources/ground_rock_face_basecolor") as Texture2D;
         * Debug.Log( "m_Texture.name = " + m_Texture.name );
         */
        StartCoroutine("ChangeProcMaterial");
    }
예제 #12
0
                public ProceduralMaterial RetrieveProceduralMaterial()
                {
                    ProceduralMaterial result = null;

                    string[] pathParts = m_ResourcePath.Split('/');

                    if (pathParts.Length >= 2)
                    {
                        string sbsarRawName = pathParts[pathParts.Length - 2].Replace(".sbsar", "");
                        string pmRawName    = pathParts[pathParts.Length - 1];

                        string[] foundAssets = AssetDatabase.FindAssets("t:SubstanceArchive " + sbsarRawName);

                        foreach (string sbsarGUID in foundAssets)
                        {
                            string sbsarPath = AssetDatabase.GUIDToAssetPath(sbsarGUID);

                            SubstanceImporter si = AssetImporter.GetAtPath(sbsarPath) as SubstanceImporter;

                            foreach (ProceduralMaterial pm in si.GetMaterials())
                            {
                                Utils.Log(pm.name);
                                if (result == null)
                                {
                                    result = pm;
                                }
                                else if (pm.name == pmRawName)
                                {
                                    result = pm;
                                }
                            }
                        }
                        Utils.Log("Trying to find ProceduralMaterial named " + sbsarRawName + "/" + pmRawName + "... " + (result == null ? " not found!" : "found: " + result.name));
                    }

                    return(result);
                }
예제 #13
0
    private void getSubstance(Material mat)
    {
        if (mat == null)
        {
            Debug.LogError("StylizedWater: No material assigned to MeshRenderer component!");
            return;
        }

        if (mat.GetTexture("_Shadermap"))
        {
            string[] assets;
            string   substanceName = mat.GetTexture("_Shadermap").name.Replace("_shadermap", ""); //eg StylizedWater_frozen_shadermap to StylizedWater_frozen

            assets = AssetDatabase.FindAssets("t:ProceduralMaterial " + substanceName);
            string assetPath = AssetDatabase.GUIDToAssetPath(assets[0]);

            SubstanceImporter    si = AssetImporter.GetAtPath(assetPath) as SubstanceImporter; //Substance .sbsar container
            ProceduralMaterial[] substanceContainer = si.GetMaterials();

            //Look for the substance instance matching the material name we're looking for
            foreach (ProceduralMaterial substanceInstance in substanceContainer)
            {
                if (substanceInstance.name == substanceName)
                {
                    substance = substanceInstance; //Gotcha
                }
            }

            //Debug.Log("Found substance using " + material.name + ". Result: " + substance.name);
        }

        else
        {
            Debug.LogError("StylizedWater: Shadermap is not assigned to the current material, cannot locate associated Substance without it.");
            return;
        }
    }
        private void PickMaterials()
        {
            TerrainObject to = currentSelect.GetComponent <TerrainObject>();

            if (to.material != null &&
                to.material.HasProperty("_Control") &&
                to.material.HasProperty("_Splat0") &&
                to.material.HasProperty("_Splat1"))
            {
                EditorGUILayout.Space();
                InitPencil();
                GUILayout.BeginHorizontal();
                GUILayout.FlexibleSpace();
                GUILayout.BeginHorizontal("box", GUILayout.Width(340));
                GUILayout.FlexibleSpace();
                _selectProcedural = GUILayout.SelectionGrid(_selectProcedural, _textures, 6, "gridlist",
                                                            GUILayout.Width(340), GUILayout.Height(60));
                GUILayout.FlexibleSpace();
                GUILayout.EndHorizontal();
                GUILayout.FlexibleSpace();
                GUILayout.EndHorizontal();
                GUILayout.Box(PGUIStyle.BorderColor0, GUILayout.ExpandWidth(true), GUILayout.Height(1));
                GUILayout.Label("Add / Replace / Substrances Update", PGUIStyle.nodeLabelBold);
                EditorGUILayout.BeginVertical();

                EditorGUILayout.BeginHorizontal();
                GUILayout.FlexibleSpace();
                GUILayout.BeginHorizontal(GUILayout.Width(340), GUILayout.Height(20));


                for (int i = 0; i < 4; i++)
                {
                    if (to.material.HasProperty("_Splat" + i))
                    {
                        if (GUILayout.Button(PResourceManager.LoadTexture("Terrain/up.png"), GUILayout.Width(53)))
                        {
                            if (_procedualAdd == null && _materialAdd == null && _procedual != null)
                            {
                                _procedualAdd = _procedual;
                            }
                            if (_procedualAdd != null)
                            {
                                to.material.SetTexture("_Splat" + i, _procedualAdd.GetTexture("_MainTex"));
                                if (to.material.HasProperty("_BumpSpat" + i))
                                {
                                    to.material.SetTexture("_BumpSplat" + i, _procedualAdd.GetTexture("_BumpMap"));
                                }
                            }
                            else if (_materialAdd != null)
                            {
                                to.material.SetTexture("_Splat" + i, _materialAdd);
                            }
                            _selectProcedural = i;
                            _procedualAdd     = null;
                            _materialAdd      = null;
                            editData.InitSelection();
                        }
                    }
                }
                GUILayout.FlexibleSpace();
                GUILayout.EndHorizontal();
                GUILayout.FlexibleSpace();
                GUILayout.EndHorizontal();

                GUILayout.Space(5);

                GUILayout.Box(PGUIStyle.BorderColor0, GUILayout.ExpandWidth(true), GUILayout.Height(1));

                GUILayout.Space(5);

                string _assetName =
                    AssetDatabase.GetAssetPath(to.material.GetTexture("_Splat" + _selectProcedural));

                SubstanceImporter importer = AssetImporter.GetAtPath(_assetName) as SubstanceImporter;
                if (importer != null)
                {
                    ProceduralMaterial[] _promats = importer.GetMaterials();
                    foreach (ProceduralMaterial t in _promats)
                    {
                        if (t.name + "Diffuse" == to.material.GetTexture("_Splat" + _selectProcedural).name)
                        {
                            _procedual = t;
                        }
                    }
                    GUILayout.Space(5);
                    GUILayout.Box(PGUIStyle.BorderColor0, GUILayout.ExpandWidth(true), GUILayout.Height(1));
                }
                else
                {
                    _procedual = null;
                }
                EditorGUILayout.Space();
                EditorGUILayout.Space();

                GUILayout.Space(5);
                GUILayout.BeginHorizontal();
                GUILayout.Label("Material Type", GUILayout.Width(100));
                _materialType =
                    (TerrianMaterialType)
                    EditorGUILayout.EnumPopup("", _materialType, GUILayout.Width(240));
                GUILayout.EndHorizontal();

                EditorGUILayout.BeginHorizontal();
                if (_materialType != TerrianMaterialType.Classic)
                {
                    GUILayout.Label("Substances to add:");
                    _materialAdd  = null;
                    _procedualAdd =
                        EditorGUILayout.ObjectField(_procedualAdd, typeof(ProceduralMaterial), true,
                                                    GUILayout.Width(220)) as ProceduralMaterial;
                }
                else
                {
                    GUILayout.Label("Texture to add:");
                    _procedualAdd = null;
                    _materialAdd  =
                        EditorGUILayout.ObjectField(_materialAdd, typeof(Texture2D), true, GUILayout.Width(220)) as
                        Texture;
                }

                GUILayout.FlexibleSpace();
                EditorGUILayout.EndVertical();
                EditorGUILayout.Space();
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.Space();
                if (_procedual != null)
                {
                    GUILayout.Label("Modify", PGUIStyle.nodeLabelBold);
                    EditorGUILayout.BeginHorizontal();
                    GUILayout.FlexibleSpace();
                    _scrollPos = EditorGUILayout.BeginScrollView(_scrollPos, GUILayout.Width(350), GUILayout.Height(296));
                    Substance();
                    EditorGUILayout.EndScrollView();
                    GUILayout.FlexibleSpace();
                    EditorGUILayout.EndHorizontal();
                }
                else
                {
                    ClassicMaterial();
                }
            }
            else
            {
                GUILayout.BeginHorizontal();
                GUILayout.FlexibleSpace();
                GUILayout.Label("Please, select the Pure Terrain Object", PGUIStyle.nodeLabelBold);
                GUILayout.FlexibleSpace();
                GUILayout.EndHorizontal();
            }
        }
예제 #15
0
    void OnGUI()
    {
        if (size == 0)
        {
            size = 1;
        }

        size = EditorGUILayout.IntField("Substances", size);

        if (substances == null)
        {
            substances = new SubstanceArchive[size];
        }

        if (substances.Length != size)
        {
            SubstanceArchive[] cache = substances;

            substances = new SubstanceArchive[size];

            for (int i = 0; i < (cache.Length > size ? size : cache.Length); i++)
            {
                substances[i] = cache[i];
            }
        }

        for (int i = 0; i < size; i++)
        {
            substances[i] = EditorGUILayout.ObjectField("Substance " + (i + 1), substances[i], typeof(SubstanceArchive), false) as SubstanceArchive;
        }

        if (GUILayout.Button("Extract"))
        {
            for (int subs = 0; subs < size; subs++)
            {
                SubstanceArchive substance = substances[subs];

                if (substance == null)
                {
                    continue;
                }

                string            substancePath         = AssetDatabase.GetAssetPath(substance.GetInstanceID());
                SubstanceImporter substanceImporter     = AssetImporter.GetAtPath(substancePath) as SubstanceImporter;
                int substanceMaterialCount              = substanceImporter.GetMaterialCount();
                ProceduralMaterial[] substanceMaterials = substanceImporter.GetMaterials();

                if (substanceMaterialCount <= 0)
                {
                    continue;
                }

                string basePath = substancePath.Replace("/" + substance.name + ".sbsar", "");

                if (!Directory.Exists(basePath + "/" + substance.name))
                {
                    AssetDatabase.CreateFolder(basePath, substance.name);

                    AssetDatabase.ImportAsset(basePath + "/" + substance.name);
                }

                if (!Directory.Exists("EXPORT_HERE"))
                {
                    Directory.CreateDirectory("EXPORT_HERE");
                }

                System.Type substanceImporterType = typeof(SubstanceImporter);
                MethodInfo  exportBitmaps         = substanceImporterType.GetMethod("ExportBitmaps", BindingFlags.Instance | BindingFlags.Public);
                if (null == exportBitmaps)
                {
                    return;
                }

                foreach (ProceduralMaterial substanceMaterial in substanceMaterials)
                {
                    substanceMaterial.isReadable = true;//@zpj
                    bool generateAllOutputs = substanceImporter.GetGenerateAllOutputs(substanceMaterial);

                    if (!Directory.Exists(basePath + "/" + substance.name + "/" + substanceMaterial.name))
                    {
                        AssetDatabase.CreateFolder(basePath + "/" + substance.name, substanceMaterial.name);

                        AssetDatabase.ImportAsset(basePath + "/" + substance.name + "/" + substanceMaterial.name);
                    }

                    string   materialPath = basePath + "/" + substance.name + "/" + substanceMaterial.name + "/";
                    Material newMaterial  = new Material(substanceMaterial.shader);

                    newMaterial.CopyPropertiesFromMaterial(substanceMaterial);

                    AssetDatabase.CreateAsset(newMaterial, materialPath + substanceMaterial.name + ".mat");

                    AssetDatabase.ImportAsset(materialPath + substanceMaterial.name + ".mat");

                    substanceImporter.SetGenerateAllOutputs(substanceMaterial, true);

                    exportBitmaps.Invoke(substanceImporter, new object[] { substanceMaterial, @"EXPORT_HERE", false });

                    if (!generateAllOutputs)
                    {
                        substanceImporter.SetGenerateAllOutputs(substanceMaterial, false);
                    }

                    string[] exportedTextures = Directory.GetFiles("EXPORT_HERE");

                    if (exportedTextures.Length > 0)
                    {
                        string TmpfilePath = string.Empty;
                        foreach (string exportedTexture in exportedTextures)
                        {
                            TmpfilePath = materialPath + exportedTexture.Replace("EXPORT_HERE", "");
                            if (File.Exists(TmpfilePath))
                            {
                                File.Delete(TmpfilePath);
                                //Debug.Log(TmpfilePath);
                            }
                            File.Move(exportedTexture, TmpfilePath);
                        }
                    }

                    AssetDatabase.Refresh();

                    int       propertyCount    = ShaderUtil.GetPropertyCount(newMaterial.shader);
                    Texture[] materialTextures = substanceMaterial.GetGeneratedTextures();

                    if ((materialTextures.Length <= 0) || (propertyCount <= 0))
                    {
                        continue;
                    }

                    Texture newTmpTexture = new Texture();
                    foreach (ProceduralTexture materialTexture in materialTextures)
                    {
                        string newTexturePath = materialPath + materialTexture.name + ".tga";// (Clone)
                        string astmpe         = Application.dataPath + newTexturePath.Substring(6);
                        if (!File.Exists(astmpe))
                        {
                            newTexturePath = materialPath + materialTexture.name + " (Clone).tga";
                            astmpe         = Application.dataPath + newTexturePath.Substring(6);
                            if (!File.Exists(astmpe))
                            {
                                Debug.LogError(newTexturePath + "not exist");
                            }
                        }
                        Texture newTextureAsset = (Texture)AssetDatabase.LoadAssetAtPath(newTexturePath, typeof(Texture));
                        if (null != newTextureAsset)
                        {
                            try
                            {
                                for (int i = 0; i < propertyCount; i++)
                                {
                                    if (ShaderUtil.GetPropertyType(newMaterial.shader, i) == ShaderUtil.ShaderPropertyType.TexEnv)
                                    {
                                        string propertyName = ShaderUtil.GetPropertyName(newMaterial.shader, i);
                                        newTmpTexture = newMaterial.GetTexture(propertyName);
                                        //Debug.Log(newTmpTexture.name + " and  " + propertyName + " new assset " + newTextureAsset.name);
                                        if (null != newTmpTexture && (newTmpTexture.name == newTextureAsset.name || newTmpTexture.name + " (Clone)" == newTextureAsset.name))
                                        {
                                            newMaterial.SetTexture(propertyName, newTextureAsset);
                                        }
                                    }
                                }
                            }
                            catch (System.Exception ex)
                            {
                                Debug.Log(ex.Message);
                            }
                        }

                        ProceduralOutputType outType = materialTexture.GetProceduralOutputType();
                        if (materialTexture.GetProceduralOutputType() == ProceduralOutputType.Normal)
                        {
                            TextureImporter textureImporter = AssetImporter.GetAtPath(newTexturePath) as TextureImporter;
                            if (null != textureImporter)
                            {
                                textureImporter.textureType = TextureImporterType.Bump;
                            }
                            AssetDatabase.ImportAsset(newTexturePath);
                        }
                    }
                }

                if (Directory.Exists("EXPORT_HERE"))
                {
                    Directory.Delete("EXPORT_HERE");
                }
            }
        }
    }
예제 #16
0
        public static void Bake(BakerProfile profile, ProceduralMaterial proceduralMaterial, SubstanceImporter substanceImporter)
        {
            isBaking = true;
            var exportTo = UnityPath(Path.Combine(profile.materialFolder, proceduralMaterial.name)) + "/";

            Debug.Log("Baking : " + proceduralMaterial.name);
            if (!pendingTextures.ContainsKey((proceduralMaterial.name)))
            {
                pendingTextures.Add(proceduralMaterial.name, proceduralMaterial.GetGeneratedTextures().Select(x => x.name).ToList <string>());
                bakingMaterials.Add(proceduralMaterial.name, proceduralMaterial);
                // foreach (var name in proceduralMaterial.GetGeneratedTextures().Select(x => x.name))
                // {
                //     Debug.Log("Name added to pendingTextures    " + name);
                // }
            }

            Debug.Log("Exporting");
            substanceImporter.ExportBitmaps(proceduralMaterial, exportTo, profile.remapAlpha);

            Debug.Log("Exported");
            AssetDatabase.Refresh();
        }
예제 #17
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        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();
        }
예제 #18
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);
        }
    }