/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// /// /// MIT License /// /// /// /// Copyright (c) 2016 Raphaël Ernaelsten (@RaphErnaelsten) /// /// /// /// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), /// /// to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, /// /// and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: /// /// /// /// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. /// /// /// /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, /// /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER /// /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS /// /// IN THE SOFTWARE. /// /// /// /// PLEASE CONSIDER CREDITING AURA IN YOUR PROJECTS. IF RELEVANT, USE THE UNMODIFIED LOGO PROVIDED IN THE "LICENSE" FOLDER. /// /// /// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// using System; using UnityEngine; using System.Collections.Generic; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.HDPipeline; namespace UnityEditor.Experimental.Rendering.HDPipeline { //This Editor window is a quick way to generate 3D Textures for the Volumetric system. //It will take a sourceTexture and slice it up into tiles that will fill a 3D Texture //The volumetric system has a hardcoded size of 32x32x32 volume texture atlas so this tool makes sure it fits that size. public class Texture3DCreationEditor : EditorWindow { private Texture2D sourceTexture = null; private string sourcePath = null; private int tileSize = DensityVolumeManager.volumeTextureSize; private int numXTiles { get { return sourceTexture != null ? sourceTexture.width / tileSize : 0; } set {} } private int numYTiles { get { return sourceTexture != null ? sourceTexture.height / tileSize : 0; } set {} } private bool validData { get { return numXTiles * numYTiles >= tileSize; } set {} } [MenuItem("Window/Render Pipeline/Create 3D Texture")] private static void Init() { Texture3DCreationEditor window = (Texture3DCreationEditor)EditorWindow.GetWindow(typeof(Texture3DCreationEditor)); window.titleContent.text = "Create Texture3D Asset"; window.Show(); } private void OnGUI() { EditorGUILayout.BeginVertical(EditorStyles.miniButton); GUILayout.Button(new GUIContent(" Create Texture3D Asset", ""), EditorStyles.centeredGreyMiniLabel); EditorGUILayout.Separator(); EditorGUILayout.LabelField("Source Texture"); sourceTexture = (Texture2D)EditorGUILayout.ObjectField(sourceTexture, typeof(Texture2D), false); EditorGUILayout.HelpBox(String.Format("Volumetric system requires textures of size {0}x{0}x{0} so please ensure the source texture is at least this many pixels.", tileSize), MessageType.Info); EditorGUILayout.Separator(); if (sourceTexture != null) { sourcePath = AssetDatabase.GetAssetPath(sourceTexture); if (validData) { if (GUILayout.Button(new GUIContent("Generate 3D Texture", ""), EditorStyles.toolbarButton)) { Generate3DTexture(); } } else { EditorGUILayout.HelpBox("Invalid Source Texture: Source texture size is not enough to create " + tileSize + " depthSlices.", MessageType.Error); } } EditorGUILayout.EndVertical(); } private void Generate3DTexture() { Texture3D texture = new Texture3D(tileSize, tileSize, tileSize, sourceTexture.format, false); texture.wrapMode = sourceTexture.wrapMode; texture.wrapModeU = sourceTexture.wrapModeU; texture.wrapModeV = sourceTexture.wrapModeV; texture.wrapModeW = sourceTexture.wrapModeW; texture.filterMode = sourceTexture.filterMode; texture.mipMapBias = 0; texture.anisoLevel = 0; Color[] colorArray = new Color[0]; for (int i = numYTiles - 1; i >= 0; --i) { for (int j = 0; j < numXTiles; ++j) { Color[] texColor = sourceTexture.GetPixels(j * tileSize, i * tileSize, tileSize, tileSize); Array.Resize(ref colorArray, texColor.Length + colorArray.Length); Array.Copy(texColor, 0, colorArray, colorArray.Length - texColor.Length, texColor.Length); } } texture.SetPixels(colorArray); texture.Apply(); AssetDatabase.CreateAsset(texture, System.IO.Directory.GetParent(sourcePath) + "\\" + sourceTexture.name + "_Texture3D.asset"); } } }