static TexFont Deconvert(TexFontSigned asset) { var n = ScriptableObject.CreateInstance <TexFont>(); asset.ImportDictionary(); EditorJsonUtility.FromJsonOverwrite(EditorJsonUtility.ToJson(asset), n); n.ImportAsset(asset.rawpath); var main = TEXPreference.main; main.fontnames[asset.id] = main.fonts[Array.IndexOf(main.fonts, asset)] = n; AssetDatabase.CreateAsset(n, AssetDatabase.GetAssetPath(asset)); n.ImportDictionary(); return(n); }
static void OnFinished(TexFontSigned font) { var sdfPath = TEXPreference.main.MainFolderPath + "/Fonts/TMPro/" + font.id + ".asset"; TMP_FontAsset asset; if (!(asset = AssetDatabase.LoadAssetAtPath <TMP_FontAsset>(sdfPath))) { // It doesn't exist (or invalid), so create new asset = font.asset = ScriptableObject.CreateInstance <TMP_FontAsset>(); if (!AssetDatabase.IsValidFolder(TEXPreference.main.MainFolderPath + "/Fonts/TMPro")) { AssetDatabase.CreateFolder(TEXPreference.main.MainFolderPath + "/Fonts", "TMPro"); } AssetDatabase.CreateAsset(asset, sdfPath); } asset.fontAssetType = _render >= RenderModes.DistanceField16 ? TMP_FontAsset.FontAssetTypes.SDF : TMP_FontAsset.FontAssetTypes.Bitmap; FaceInfo face = GetFaceInfo(_faceInfo, 1); asset.AddFaceInfo(face); _atlasInfo = new Texture2D(_bufferWidth, _bufferHeight, TextureFormat.Alpha8, false, true); var _buffer32 = Array.ConvertAll(_buffers, x => new Color32(x, x, x, x)); _atlasInfo.SetPixels32(_buffer32); _atlasInfo.Apply(false, true); // Add GlyphInfo[] to Font Asset TMP_Glyph[] glyphs = GetGlyphInfo(_glyphsInfo, 1); asset.AddGlyphInfo(glyphs); // Get and Add Kerning Pairs to Font Asset KerningTable kerningTable = GetKerningTable(font.rawpath, (int)face.PointSize); asset.AddKerningInfo(kerningTable); // Add Line Breaking Rules //LineBreakingTable lineBreakingTable = new LineBreakingTable(); // // Add Font Atlas as Sub-Asset asset.atlas = _atlasInfo; _atlasInfo.name = font.id + " Atlas"; _atlasInfo.hideFlags = HideFlags.HideInHierarchy; AssetDatabase.AddObjectToAsset(_atlasInfo, asset); // Create new Material and Add it as Sub-Asset Shader default_Shader = Shader.Find("TextMeshPro/Distance Field"); //m_shaderSelection; Material tmp_material = new Material(default_Shader); tmp_material.name = _atlasInfo + " Material"; tmp_material.SetTexture(ShaderUtilities.ID_MainTex, _atlasInfo); tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, _atlasInfo.width); tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, _atlasInfo.height); tmp_material.SetFloat(ShaderUtilities.ID_WeightNormal, asset.normalStyle); tmp_material.SetFloat(ShaderUtilities.ID_WeightBold, asset.boldStyle); int spread = _render >= RenderModes.DistanceField16 ? _padding + 1 : _padding; tmp_material.SetFloat(ShaderUtilities.ID_GradientScale, spread); // Spread = Padding for Brute Force SDF. asset.material = tmp_material; tmp_material.hideFlags = HideFlags.HideInHierarchy; AssetDatabase.AddObjectToAsset(tmp_material, asset); font.asset = asset; font.ImportDictionary(); AssetDatabase.SaveAssets(); }