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; }
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"); }
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"); } } } }
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); } }