示例#1
0
        internal static Texture2D _copyTexturesIntoAtlas(Texture2D[] texToPack, int padding, Rect[] rs, int w, int h, MB3_TextureCombiner combiner)
        {
            Texture2D ta = new Texture2D(w, h, TextureFormat.ARGB32, true);

            MB_Utility.setSolidColor(ta, Color.clear);
            for (int i = 0; i < rs.Length; i++)
            {
                Rect      r      = rs[i];
                Texture2D t      = texToPack[i];
                Texture2D tmpTex = null;
                int       x      = Mathf.RoundToInt(r.x * w);
                int       y      = Mathf.RoundToInt(r.y * h);
                int       ww     = Mathf.RoundToInt(r.width * w);
                int       hh     = Mathf.RoundToInt(r.height * h);
                if (t.width != ww && t.height != hh)
                {
                    tmpTex = t = MB_Utility.resampleTexture(t, ww, hh);
                }
                ta.SetPixels(x, y, ww, hh, t.GetPixels());
                if (tmpTex != null)
                {
                    MB_Utility.Destroy(tmpTex);
                }
            }
            ta.Apply();
            return(ta);
        }
示例#2
0
        public void CreateColoredTexToReplaceNull(string propName, int propIdx, bool considerMeshUVs, MB3_TextureCombiner combiner, Color col)
        {
            MeshBakerMaterialTexture matTex = ts[propIdx];

            matTex.t = combiner._createTemporaryTexture(propName, 16, 16, TextureFormat.ARGB32, true);
            MB_Utility.setSolidColor(matTex.GetTexture2D(), col);
        }
        //used to track temporary textures that were created so they can be destroyed
        public Texture2D _createTemporaryTexture(int w, int h, TextureFormat texFormat, bool mipMaps)
        {
            Texture2D t = new Texture2D(w, h, texFormat, mipMaps);

            MB_Utility.setSolidColor(t, Color.clear);
            _temporaryTextures.Add(t);
            return(t);
        }
示例#4
0
        //used to track temporary textures that were created so they can be destroyed
        public Texture2D _createTemporaryTexture(string propertyName, int w, int h, TextureFormat texFormat, bool mipMaps)
        {
            Texture2D t = new Texture2D(w, h, texFormat, mipMaps);

            t.name = string.Format("tmp{0}_{1}x{2}", _temporaryTextures.Count, w, h);
            MB_Utility.setSolidColor(t, Color.clear);
            TemporaryTexture txx = new TemporaryTexture(propertyName, t);

            _temporaryTextures.Add(txx);
            return(t);
        }
        internal static IEnumerator CopyScaledAndTiledToAtlas(MeshBakerMaterialTexture source, MB_TexSet sourceMaterial,
                                                              ShaderTextureProperty shaderPropertyName, DRect srcSamplingRect, int targX, int targY, int targW, int targH,
                                                              AtlasPadding padding,
                                                              Color[][] atlasPixels, bool isNormalMap,
                                                              MB3_TextureCombinerPipeline.TexturePipelineData data,
                                                              MB3_TextureCombiner combiner,
                                                              ProgressUpdateDelegate progressInfo = null,
                                                              MB2_LogLevel LOG_LEVEL = MB2_LogLevel.info)
        {
            //HasFinished = false;
            Texture2D t = source.GetTexture2D();

            if (LOG_LEVEL >= MB2_LogLevel.debug)
            {
                Debug.Log("CopyScaledAndTiledToAtlas: " + t + " inAtlasX=" + targX + " inAtlasY=" + targY + " inAtlasW=" + targW + " inAtlasH=" + targH);
            }
            float newWidth  = targW;
            float newHeight = targH;
            float scx       = (float)srcSamplingRect.width;
            float scy       = (float)srcSamplingRect.height;
            float ox        = (float)srcSamplingRect.x;
            float oy        = (float)srcSamplingRect.y;
            int   w         = (int)newWidth;
            int   h         = (int)newHeight;

            if (t == null)
            {
                if (LOG_LEVEL >= MB2_LogLevel.trace)
                {
                    Debug.Log("No source texture creating a 16x16 texture.");
                }
                t   = combiner._createTemporaryTexture(16, 16, TextureFormat.ARGB32, true);
                scx = 1;
                scy = 1;
                if (data._considerNonTextureProperties && data.nonTexturePropertyBlender != null)
                {
                    Color col = data.nonTexturePropertyBlender.GetColorIfNoTexture(sourceMaterial.matsAndGOs.mats[0].mat, shaderPropertyName);
                    if (LOG_LEVEL >= MB2_LogLevel.trace)
                    {
                        Debug.Log("Setting texture to solid color " + col);
                    }
                    MB_Utility.setSolidColor(t, col);
                }
                else
                {
                    Color col = MB3_TextureCombinerNonTextureProperties.GetColorIfNoTexture(shaderPropertyName);
                    MB_Utility.setSolidColor(t, col);
                }
            }
            if (data._considerNonTextureProperties && data.nonTexturePropertyBlender != null)
            {
                t = combiner._createTextureCopy(t);
                t = data.nonTexturePropertyBlender.TintTextureWithTextureCombiner(t, sourceMaterial, shaderPropertyName);
            }
            for (int i = 0; i < w; i++)
            {
                if (progressInfo != null && w > 0)
                {
                    progressInfo("CopyScaledAndTiledToAtlas " + (((float)i / (float)w) * 100f).ToString("F0"), .2f);
                }
                for (int j = 0; j < h; j++)
                {
                    float u = i / newWidth * scx + ox;
                    float v = j / newHeight * scy + oy;
                    atlasPixels[targY + j][targX + i] = t.GetPixelBilinear(u, v);
                }
            }
            //bleed the border colors into the padding
            for (int i = 0; i < w; i++)
            {
                for (int j = 1; j <= padding.topBottom; j++)
                {
                    //top margin
                    atlasPixels[(targY - j)][targX + i] = atlasPixels[(targY)][targX + i];
                    //bottom margin
                    atlasPixels[(targY + h - 1 + j)][targX + i] = atlasPixels[(targY + h - 1)][targX + i];
                }
            }
            for (int j = 0; j < h; j++)
            {
                for (int i = 1; i <= padding.leftRight; i++)
                {
                    //left margin
                    atlasPixels[(targY + j)][targX - i] = atlasPixels[(targY + j)][targX];
                    //right margin
                    atlasPixels[(targY + j)][targX + w + i - 1] = atlasPixels[(targY + j)][targX + w - 1];
                }
            }
            //corners
            for (int i = 1; i <= padding.leftRight; i++)
            {
                for (int j = 1; j <= padding.topBottom; j++)
                {
                    atlasPixels[(targY - j)][targX - i]                 = atlasPixels[targY][targX];
                    atlasPixels[(targY + h - 1 + j)][targX - i]         = atlasPixels[(targY + h - 1)][targX];
                    atlasPixels[(targY + h - 1 + j)][targX + w + i - 1] = atlasPixels[(targY + h - 1)][targX + w - 1];
                    atlasPixels[(targY - j)][targX + w + i - 1]         = atlasPixels[targY][targX + w - 1];
                    yield return(null);
                }
                yield return(null);
            }
            //			Debug.Log("copyandscaledatlas finished too!");
            //HasFinished = true;
            yield break;
        }
        public IEnumerator CreateAtlases(ProgressUpdateDelegate progressInfo,
                                         MB3_TextureCombinerPipeline.TexturePipelineData data, MB3_TextureCombiner combiner,
                                         AtlasPackingResult packedAtlasRects,
                                         Texture2D[] atlases, MB2_EditorMethodsInterface textureEditorMethods,
                                         MB2_LogLevel LOG_LEVEL)
        {
            Rect[] uvRects = packedAtlasRects.rects;
            if (data.distinctMaterialTextures.Count == 1 && data._fixOutOfBoundsUVs == false)
            {
                if (LOG_LEVEL >= MB2_LogLevel.debug)
                {
                    Debug.Log("Only one image per atlas. Will re-use original texture");
                }
                uvRects    = new Rect[1];
                uvRects[0] = new Rect(0f, 0f, 1f, 1f);
                for (int i = 0; i < data.numAtlases; i++)
                {
                    MeshBakerMaterialTexture dmt = data.distinctMaterialTextures[0].ts[i];
                    atlases[i] = dmt.GetTexture2D();
                    data.resultMaterial.SetTexture(data.texPropertyNames[i].name, atlases[i]);
                    data.resultMaterial.SetTextureScale(data.texPropertyNames[i].name, dmt.matTilingRect.size);
                    data.resultMaterial.SetTextureOffset(data.texPropertyNames[i].name, dmt.matTilingRect.min);
                }
            }
            else
            {
                long estArea    = 0;
                int  atlasSizeX = 1;
                int  atlasSizeY = 1;
                uvRects = null;
                for (int i = 0; i < data.numAtlases; i++)
                { //i is an atlas "MainTex", "BumpMap" etc...
                  //-----------------------
                    Texture2D atlas = null;
                    if (!MB3_TextureCombinerPipeline._ShouldWeCreateAtlasForThisProperty(i, data._considerNonTextureProperties, data.allTexturesAreNullAndSameColor))
                    {
                        atlas = null;
                    }
                    else
                    {
                        if (LOG_LEVEL >= MB2_LogLevel.debug)
                        {
                            Debug.LogWarning("Beginning loop " + i + " num temporary textures " + combiner._temporaryTextures.Count);
                        }
                        for (int j = 0; j < data.distinctMaterialTextures.Count; j++)
                        { //j is a distinct set of textures one for each of "MainTex", "BumpMap" etc...
                            MB_TexSet txs = data.distinctMaterialTextures[j];

                            int tWidth  = txs.idealWidth;
                            int tHeight = txs.idealHeight;

                            Texture2D tx = txs.ts[i].GetTexture2D();
                            if (tx == null)
                            {
                                tx = txs.ts[i].t = combiner._createTemporaryTexture(tWidth, tHeight, TextureFormat.ARGB32, true);
                                if (data._considerNonTextureProperties && data.nonTexturePropertyBlender != null)
                                {
                                    Color col = data.nonTexturePropertyBlender.GetColorIfNoTexture(txs.matsAndGOs.mats[0].mat, data.texPropertyNames[i]);
                                    if (LOG_LEVEL >= MB2_LogLevel.trace)
                                    {
                                        Debug.Log("Setting texture to solid color " + col);
                                    }
                                    MB_Utility.setSolidColor(tx, col);
                                }
                                else
                                {
                                    Color col = MB3_TextureCombinerNonTextureProperties.GetColorIfNoTexture(data.texPropertyNames[i]);
                                    MB_Utility.setSolidColor(tx, col);
                                }
                            }

                            if (progressInfo != null)
                            {
                                progressInfo("Adjusting for scale and offset " + tx, .01f);
                            }
                            if (textureEditorMethods != null)
                            {
                                textureEditorMethods.SetReadWriteFlag(tx, true, true);
                            }
                            tx = GetAdjustedForScaleAndOffset2(txs.ts[i], txs.obUVoffset, txs.obUVscale, data, combiner, LOG_LEVEL);

                            //create a resized copy if necessary
                            if (tx.width != tWidth || tx.height != tHeight)
                            {
                                if (progressInfo != null)
                                {
                                    progressInfo("Resizing texture '" + tx + "'", .01f);
                                }
                                if (LOG_LEVEL >= MB2_LogLevel.debug)
                                {
                                    Debug.LogWarning("Copying and resizing texture " + data.texPropertyNames[i].name + " from " + tx.width + "x" + tx.height + " to " + tWidth + "x" + tHeight);
                                }
                                tx = combiner._resizeTexture((Texture2D)tx, tWidth, tHeight);
                            }

                            txs.ts[i].t = tx;
                        }

                        Texture2D[] texToPack = new Texture2D[data.distinctMaterialTextures.Count];
                        for (int j = 0; j < data.distinctMaterialTextures.Count; j++)
                        {
                            Texture2D tx = data.distinctMaterialTextures[j].ts[i].GetTexture2D();
                            estArea += tx.width * tx.height;
                            if (data._considerNonTextureProperties)
                            {
                                //combine the tintColor with the texture
                                tx = combiner._createTextureCopy(tx);
                                data.nonTexturePropertyBlender.TintTextureWithTextureCombiner(tx, data.distinctMaterialTextures[j], data.texPropertyNames[i]);
                            }
                            texToPack[j] = tx;
                        }

                        if (textureEditorMethods != null)
                        {
                            textureEditorMethods.CheckBuildSettings(estArea);
                        }

                        if (Math.Sqrt(estArea) > 3500f)
                        {
                            if (LOG_LEVEL >= MB2_LogLevel.warn)
                            {
                                Debug.LogWarning("The maximum possible atlas size is 4096. Textures may be shrunk");
                            }
                        }
                        atlas = new Texture2D(1, 1, TextureFormat.ARGB32, true);
                        if (progressInfo != null)
                        {
                            progressInfo("Packing texture atlas " + data.texPropertyNames[i].name, .25f);
                        }
                        if (i == 0)
                        {
                            if (progressInfo != null)
                            {
                                progressInfo("Estimated min size of atlases: " + Math.Sqrt(estArea).ToString("F0"), .1f);
                            }
                            if (LOG_LEVEL >= MB2_LogLevel.info)
                            {
                                Debug.Log("Estimated atlas minimum size:" + Math.Sqrt(estArea).ToString("F0"));
                            }

                            if (data.distinctMaterialTextures.Count == 1 && data._fixOutOfBoundsUVs == false)
                            { //don't want to force power of 2 so tiling will still work
                                uvRects = new Rect[1] {
                                    new Rect(0f, 0f, 1f, 1f)
                                };
                                atlas = _copyTexturesIntoAtlas(texToPack, data._atlasPadding, uvRects, texToPack[0].width, texToPack[0].height, combiner);
                            }
                            else
                            {
                                int maxAtlasSize = 4096;
                                uvRects = atlas.PackTextures(texToPack, data._atlasPadding, maxAtlasSize, false);
                            }

                            if (LOG_LEVEL >= MB2_LogLevel.info)
                            {
                                Debug.Log("After pack textures atlas size " + atlas.width + " " + atlas.height);
                            }
                            atlasSizeX = atlas.width;
                            atlasSizeY = atlas.height;
                            atlas.Apply();
                        }
                        else
                        {
                            if (progressInfo != null)
                            {
                                progressInfo("Copying Textures Into: " + data.texPropertyNames[i].name, .1f);
                            }
                            atlas = _copyTexturesIntoAtlas(texToPack, data._atlasPadding, uvRects, atlasSizeX, atlasSizeY, combiner);
                        }
                    }
                    atlases[i] = atlas;
                    //----------------------

                    if (data._saveAtlasesAsAssets && textureEditorMethods != null)
                    {
                        textureEditorMethods.SaveAtlasToAssetDatabase(atlases[i], data.texPropertyNames[i], i, data.resultMaterial);
                    }
                    data.resultMaterial.SetTextureOffset(data.texPropertyNames[i].name, Vector2.zero);
                    data.resultMaterial.SetTextureScale(data.texPropertyNames[i].name, Vector2.one);

                    combiner._destroyTemporaryTextures(); // need to save atlases before doing this
                    GC.Collect();
                }
            }
            packedAtlasRects.rects = uvRects;
            yield break;
        }
示例#7
0
        public static IEnumerator _CreateAtlasesCoroutineSingleResultMaterial(int resMatIdx,
                                                                              MB_TextureArrayResultMaterial bakedMatsAndSlicesResMat,
                                                                              MB_MultiMaterialTexArray resMatConfig,
                                                                              List <GameObject> objsToMesh,
                                                                              MB3_TextureCombiner combiner,
                                                                              MB_TextureArrayFormatSet[] textureArrayOutputFormats,
                                                                              MB_MultiMaterialTexArray[] resultMaterialsTexArray,
                                                                              List <ShaderTextureProperty> customShaderProperties,
                                                                              ProgressUpdateDelegate progressInfo,
                                                                              MB3_TextureCombiner.CreateAtlasesCoroutineResult coroutineResult,
                                                                              bool saveAtlasesAsAssets = false,
                                                                              MB2_EditorMethodsInterface editorMethods = null,
                                                                              float maxTimePerFrame = .01f)
        {
            MB2_LogLevel LOG_LEVEL = combiner.LOG_LEVEL;

            if (LOG_LEVEL >= MB2_LogLevel.debug)
            {
                Debug.Log("Baking atlases for result material " + resMatIdx + " num slices:" + resMatConfig.slices.Count);
            }
            // Each result material can be one set of slices per textureProperty. Each slice can be an atlas.
            // Create atlases for each slice.
            List <MB3_TextureCombiner.TemporaryTexture> generatedTemporaryAtlases = new List <MB3_TextureCombiner.TemporaryTexture>();

            {
                combiner.saveAtlasesAsAssets = false; // Don't want generated atlas slices to be assets
                List <MB_TexArraySlice> slicesConfig = resMatConfig.slices;
                for (int sliceIdx = 0; sliceIdx < slicesConfig.Count; sliceIdx++)
                {
                    Material resMatToPass = null;
                    List <MB_TexArraySliceRendererMatPair> srcMatAndObjPairs = slicesConfig[sliceIdx].sourceMaterials;

                    if (LOG_LEVEL >= MB2_LogLevel.trace)
                    {
                        Debug.Log(" Baking atlases for result material:" + resMatIdx + " slice:" + sliceIdx);
                    }
                    resMatToPass = resMatConfig.combinedMaterial;
                    combiner.fixOutOfBoundsUVs = slicesConfig[sliceIdx].considerMeshUVs;
                    MB3_TextureCombiner.CombineTexturesIntoAtlasesCoroutineResult coroutineResult2 = new MB3_TextureCombiner.CombineTexturesIntoAtlasesCoroutineResult();
                    MB_AtlasesAndRects sliceAtlasesAndRectOutput = bakedMatsAndSlicesResMat.slices[sliceIdx];
                    List <Material>    usedMats = new List <Material>();
                    slicesConfig[sliceIdx].GetAllUsedMaterials(usedMats);

                    yield return(combiner.CombineTexturesIntoAtlasesCoroutine(progressInfo, sliceAtlasesAndRectOutput, resMatToPass, slicesConfig[sliceIdx].GetAllUsedRenderers(objsToMesh), usedMats, editorMethods, coroutineResult2, maxTimePerFrame,
                                                                              onlyPackRects: false, splitAtlasWhenPackingIfTooBig: false));

                    coroutineResult.success = coroutineResult2.success;
                    if (!coroutineResult.success)
                    {
                        coroutineResult.isFinished = true;
                        yield break;
                    }

                    // Track which slices are new generated texture instances. Atlases could be original texture assets (one tex per atlas) or temporary texture instances in memory that will need to be destroyed.
                    {
                        for (int texPropIdx = 0; texPropIdx < sliceAtlasesAndRectOutput.atlases.Length; texPropIdx++)
                        {
                            Texture2D atlas = sliceAtlasesAndRectOutput.atlases[texPropIdx];
                            if (atlas != null)
                            {
                                bool atlasWasASourceTexture = false;
                                for (int srcMatIdx = 0; srcMatIdx < srcMatAndObjPairs.Count; srcMatIdx++)
                                {
                                    Material srcMat = srcMatAndObjPairs[srcMatIdx].sourceMaterial;
                                    if (srcMat.HasProperty(sliceAtlasesAndRectOutput.texPropertyNames[texPropIdx]) &&
                                        srcMat.GetTexture(sliceAtlasesAndRectOutput.texPropertyNames[texPropIdx]) == atlas)
                                    {
                                        atlasWasASourceTexture = true;
                                        break;
                                    }
                                }

                                if (!atlasWasASourceTexture)
                                {
                                    generatedTemporaryAtlases.Add(new MB3_TextureCombiner.TemporaryTexture(sliceAtlasesAndRectOutput.texPropertyNames[texPropIdx], atlas));
                                }
                            }
                        }
                    } // end visit slices

                    Debug.Assert(combiner._getNumTemporaryTextures() == 0, "Combiner should have no temporary textures.");
                }

                combiner.saveAtlasesAsAssets = saveAtlasesAsAssets; // Restore original setting.
            }

            // Generated atlas textures are temporary for texture arrays. They exist only in memory. Need to be cleaned up after we create slices.
            for (int i = 0; i < generatedTemporaryAtlases.Count; i++)
            {
                combiner.AddTemporaryTexture(generatedTemporaryAtlases[i]);
            }

            List <ShaderTextureProperty> texPropertyNames = new List <ShaderTextureProperty>();

            MB3_TextureCombinerPipeline._CollectPropertyNames(texPropertyNames, customShaderProperties, resMatConfig.combinedMaterial, LOG_LEVEL);

            // The slices are built from different source-material-lists. Each slice can have different sets of texture properties missing (nulls).
            // Build a master list of texture properties.
            bool[] hasTexForProperty = MB_TextureArrays.DetermineWhichPropertiesHaveTextures(bakedMatsAndSlicesResMat.slices);

            List <Texture2D> temporaryTextureAssets = new List <Texture2D>();

            try
            {
                MB_MultiMaterialTexArray resMaterial = resMatConfig;
                Dictionary <string, MB_TexArrayForProperty> resTexArraysByProperty = new Dictionary <string, MB_TexArrayForProperty>();
                {
                    // Initialize so I don't need to check if properties exist later.
                    for (int propIdx = 0; propIdx < texPropertyNames.Count; propIdx++)
                    {
                        if (hasTexForProperty[propIdx])
                        {
                            resTexArraysByProperty[texPropertyNames[propIdx].name] =
                                new MB_TexArrayForProperty(texPropertyNames[propIdx].name, new MB_TextureArrayReference[textureArrayOutputFormats.Length]);
                        }
                    }
                }


                MB3_TextureCombinerNonTextureProperties textureBlender = null;
                textureBlender = new MB3_TextureCombinerNonTextureProperties(LOG_LEVEL, combiner.considerNonTextureProperties);
                textureBlender.LoadTextureBlendersIfNeeded(resMatConfig.combinedMaterial);
                textureBlender.AdjustNonTextureProperties(resMatConfig.combinedMaterial, texPropertyNames, editorMethods);

                // Vist each TextureFormatSet
                for (int texFormatSetIdx = 0; texFormatSetIdx < textureArrayOutputFormats.Length; texFormatSetIdx++)
                {
                    MB_TextureArrayFormatSet textureArrayFormatSet = textureArrayOutputFormats[texFormatSetIdx];
                    editorMethods.Clear();

                    MB_TextureArrays.TexturePropertyData texPropertyData = new MB_TextureArrays.TexturePropertyData();
                    MB_TextureArrays.FindBestSizeAndMipCountAndFormatForTextureArrays(texPropertyNames, combiner.maxAtlasSize, textureArrayFormatSet, bakedMatsAndSlicesResMat.slices, texPropertyData);

                    // Create textures we might need to create if they don't exist.
                    {
                        for (int propIdx = 0; propIdx < hasTexForProperty.Length; propIdx++)
                        {
                            if (hasTexForProperty[propIdx])
                            {
                                TextureFormat format       = texPropertyData.formats[propIdx];
                                int           numSlices    = bakedMatsAndSlicesResMat.slices.Length;
                                int           targetWidth  = (int)texPropertyData.sizes[propIdx].x;
                                int           targetHeight = (int)texPropertyData.sizes[propIdx].y;
                                for (int sliceIdx = 0; sliceIdx < numSlices; sliceIdx++)
                                {
                                    if (bakedMatsAndSlicesResMat.slices[sliceIdx].atlases[propIdx] == null)
                                    {
                                        // Can only setSolidColor on truecolor textures. First create a texture in trucolor format
                                        Texture2D sliceTex = new Texture2D(targetWidth, targetHeight, TextureFormat.ARGB32, texPropertyData.doMips[propIdx]);
                                        Color     col      = textureBlender.GetColorForTemporaryTexture(resMatConfig.slices[sliceIdx].sourceMaterials[0].sourceMaterial, texPropertyNames[propIdx]);
                                        MB_Utility.setSolidColor(sliceTex, col);
                                        // Now create a copy of this texture in target format.
                                        bakedMatsAndSlicesResMat.slices[sliceIdx].atlases[propIdx] = editorMethods.CreateTemporaryAssetCopy(texPropertyNames[propIdx], sliceTex, targetWidth, targetHeight, format, LOG_LEVEL);
                                        temporaryTextureAssets.Add(bakedMatsAndSlicesResMat.slices[sliceIdx].atlases[propIdx]);
                                        MB_Utility.Destroy(sliceTex);
                                    }
                                }
                            }
                        }
                    }


                    if (LOG_LEVEL >= MB2_LogLevel.debug)
                    {
                        Debug.Log("Converting source textures to readable formats.");
                    }
                    if (MB_TextureArrays.ConvertTexturesToReadableFormat(texPropertyData, bakedMatsAndSlicesResMat.slices, hasTexForProperty, texPropertyNames, combiner, LOG_LEVEL, temporaryTextureAssets, editorMethods))
                    {
                        // We now have a set of slices (one per textureProperty). Build these into Texture2DArray's.
                        if (LOG_LEVEL >= MB2_LogLevel.debug)
                        {
                            Debug.Log("Creating texture arrays");
                        }
                        if (LOG_LEVEL >= MB2_LogLevel.info)
                        {
                            Debug.Log("THERE MAY BE ERRORS IN THE CONSOLE ABOUT 'Rebuilding mipmaps ... not supported'. THESE ARE PROBABLY FALSE POSITIVES AND CAN BE IGNORED.");
                        }
                        Texture2DArray[] textureArrays = MB_TextureArrays.CreateTextureArraysForResultMaterial(texPropertyData, texPropertyNames, bakedMatsAndSlicesResMat.slices, hasTexForProperty, combiner, LOG_LEVEL);


                        // Now have texture arrays for a result material, for all props. Save it.
                        for (int propIdx = 0; propIdx < textureArrays.Length; propIdx++)
                        {
                            if (hasTexForProperty[propIdx])
                            {
                                MB_TextureArrayReference texRef = new MB_TextureArrayReference(textureArrayFormatSet.name, textureArrays[propIdx]);
                                resTexArraysByProperty[texPropertyNames[propIdx].name].formats[texFormatSetIdx] = texRef;
                                if (saveAtlasesAsAssets)
                                {
                                    editorMethods.SaveTextureArrayToAssetDatabase(textureArrays[propIdx],
                                                                                  textureArrayFormatSet.GetFormatForProperty(texPropertyNames[propIdx].name),
                                                                                  bakedMatsAndSlicesResMat.slices[0].texPropertyNames[propIdx],
                                                                                  propIdx, resMaterial.combinedMaterial);
                                }
                            }
                        }
                    }
                } // end vist format set

                resMaterial.textureProperties = new List <MB_TexArrayForProperty>();
                foreach (MB_TexArrayForProperty val in resTexArraysByProperty.Values)
                {
                    resMaterial.textureProperties.Add(val);
                }
            }
            catch (Exception e)
            {
                Debug.LogError(e.Message + "\n" + e.StackTrace.ToString());
                coroutineResult.isFinished = true;
                coroutineResult.success    = false;
            }
            finally
            {
                editorMethods.RestoreReadFlagsAndFormats(progressInfo);
                combiner._destroyAllTemporaryTextures();
                for (int i = 0; i < temporaryTextureAssets.Count; i++)
                {
                    editorMethods.DestroyAsset(temporaryTextureAssets[i]);
                }
                temporaryTextureAssets.Clear();
            }
        }