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using UnityEngine;
using UnityEditor;
/// <summary>
/// Not ideal code, use at own peril...
/// </summary>
[ExecuteInEditMode]
public class CreateTexture2DArrayAsset : MonoBehaviour {
public TextureFormat texFormat;
public bool mipmaps;
public Texture2D[] textures = new Texture2D[0];
public Cubemap[] cubeMaps = new Cubemap[0];
[ContextMenu("Create Texture2D Array asset")]
void CreateTexture2DAsset()
{
//Texture2DArray array = new Texture2DArray(textures[0].width, textures[0].height, textures.Length, GraphicsFormatUtility.GetGraphicsFormat(TextureFormat.ARGB32, false), TextureCreationFlags.None);
Texture2DArray array = new Texture2DArray(textures[0].width, textures[0].height, textures.Length, texFormat, mipmaps);
Debug.Log(array);
Debug.Log(array.format);
for (int i = 0; i < textures.Length; i++)
array.SetPixels(textures[i].GetPixels(), i);
array.Apply();
AssetDatabase.CreateAsset(array, "Assets/TextureArray.asset");
}
[ContextMenu("Create Cubemap Array asset")]
void CreateCubeArrayAsset()
{
//Texture2DArray array = new Texture2DArray(textures[0].width, textures[0].height, textures.Length, GraphicsFormatUtility.GetGraphicsFormat(TextureFormat.ARGB32, false), TextureCreationFlags.None);
TextureFormat tf = cubeMaps[0].format;
int mipLevel = cubeMaps[0].mipmapCount;
CubemapArray array = new CubemapArray(cubeMaps[0].width, cubeMaps.Length, texFormat, mipmaps);
for (int i = 0; i < 6; i++) //iterate for each cube face
{
for (int j = 0; j < cubeMaps.Length; j++)
{
for (int m = 0; m < mipLevel; m++)
{
CubemapFace face = (CubemapFace)i;
array.SetPixels(cubeMaps[j].GetPixels(face), face, j, m);
}
}
}
for (int j = 0; j < 6; j++)
{
//CubemapFace face = (CubemapFace)i;
// array.SetPixels(textures[j].GetPixels(), face, j);
for (int i = 0; i < mipLevel; i++)
{
//for()
// Graphics.CopyTexture(textures[j], 0, i, array, j, i);
}
}
array.Apply();
AssetDatabase.CreateAsset(array, "Assets/CubemapArray.asset");
}
}