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