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142 行
5.8 KiB
142 行
5.8 KiB
using System;
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.Rendering;
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using UnityEngine.Experimental.Rendering.HDPipeline;
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namespace UnityEditor.Experimental.Rendering
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{
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public class DensityVolumeTextureTool : EditorWindow
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{
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private Texture2D sourceTexture = null;
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private string assetPath;
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private string assetDirectory;
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private int tileSize = 0;
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private static GUIContent windowTitle = new GUIContent("Create Density Volume Texture");
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private static GUIContent textureLabel = new GUIContent("Slice Texture");
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private static GUIContent tileSizeLabel = new GUIContent("Texture Slice Size", "Dimensions of the created 3D Texture in pixels. Width, Height and Depth are all the same size");
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private static GUIContent createLabel = new GUIContent("Create 3D Texture");
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[MenuItem("Window/Rendering/Density Volume Texture Tool")]
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static void Init()
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{
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DensityVolumeTextureTool window = (DensityVolumeTextureTool)EditorWindow.GetWindow(typeof(DensityVolumeTextureTool));
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window.titleContent = windowTitle;
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window.Show();
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}
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private bool IsTileSizeValid()
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{
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int textureWidth = sourceTexture.width;
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int textureHeight = sourceTexture.height;
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return (tileSize > 0 && (textureWidth * textureHeight >= (tileSize*tileSize*tileSize)));
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}
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void OnGUI()
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{
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EditorGUILayout.LabelField(textureLabel);
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EditorGUI.indentLevel++;
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sourceTexture = ( EditorGUILayout.ObjectField((UnityEngine.Object)sourceTexture, typeof(Texture2D), false, null) as Texture2D);
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EditorGUI.indentLevel--;
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tileSize = EditorGUILayout.IntField(tileSizeLabel, tileSize);
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bool validData = (sourceTexture != null && IsTileSizeValid());
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bool create = false;
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if (!validData)
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{
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if (tileSize > 0)
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{
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EditorGUILayout.HelpBox(String.Format("Source Texture too small to generate a volume Texture of {0}x{0}x{0} size", tileSize), MessageType.Warning);
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}
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else
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{
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EditorGUILayout.HelpBox("Tile size must be larger than 0", MessageType.Warning);
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}
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}
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using (new EditorGUI.DisabledScope(!validData))
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{
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create = GUILayout.Button(createLabel);
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}
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if (create)
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{
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assetPath = AssetDatabase.GetAssetPath(sourceTexture);
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assetDirectory = System.IO.Directory.GetParent(assetPath).ToString();
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//Check if the texture is set to read write.
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//Only need to do this since CopyTexture is currently broken on D3D11
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//So need to make sure there is a CPU copy ready to copy to the 3D Texture
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//The fix for this is coming soon. Need to revist once it's in.
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TextureImporter importer = TextureImporter.GetAtPath(assetPath) as TextureImporter;
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if (importer && !importer.isReadable)
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{
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importer.isReadable = true;
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importer.SaveAndReimport();
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}
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BuildVolumeTexture();
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}
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}
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private void BuildVolumeTexture()
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{
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//Check if the object we want to create is already in the AssetDatabase
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string volumeTextureAssetPath = assetDirectory + "/" + sourceTexture.name + "_Texture3D.asset";
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bool createNewAsset = false;
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Texture3D volumeTexture = AssetDatabase.LoadAssetAtPath(volumeTextureAssetPath, typeof(Texture3D)) as Texture3D;
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//If we already have the asset then we are just updating it. make sure it's the right size.
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if (!volumeTexture || volumeTexture.width != tileSize || volumeTexture.height != tileSize || volumeTexture.depth != tileSize)
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{
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volumeTexture = new Texture3D(tileSize, tileSize, tileSize, sourceTexture.format, false);
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volumeTexture.filterMode = sourceTexture.filterMode;
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volumeTexture.mipMapBias = 0;
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volumeTexture.anisoLevel = 0;
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volumeTexture.wrapMode = sourceTexture.wrapMode;
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volumeTexture.wrapModeU = sourceTexture.wrapModeU;
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volumeTexture.wrapModeV = sourceTexture.wrapModeV;
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volumeTexture.wrapModeW = sourceTexture.wrapModeW;
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createNewAsset = true;
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}
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//Only need to do this since CopyTexture is currently broken on D3D11
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//Proper fix on it's way for 18.3 or 19.1
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Color [] colorArray = new Color[0];
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int yTiles = sourceTexture.height / tileSize;
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int xTiles = sourceTexture.width / tileSize;
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for (int i = yTiles - 1; i >= 0; i--)
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{
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for (int j = 0; j < xTiles; j++)
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{
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Color [] sourceTile = sourceTexture.GetPixels(j * tileSize, i * tileSize, tileSize, tileSize);
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Array.Resize(ref colorArray, colorArray.Length + sourceTile.Length);
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Array.Copy(sourceTile, 0, colorArray, colorArray.Length - sourceTile.Length, sourceTile.Length);
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}
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}
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volumeTexture.SetPixels(colorArray);
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volumeTexture.Apply();
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if (createNewAsset)
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{
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AssetDatabase.CreateAsset(volumeTexture, volumeTextureAssetPath);
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}
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else
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{
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AssetDatabase.SaveAssets();
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//Asset can be currently used by Density Volume Manager so trigger refresh
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DensityVolumeManager.manager.TriggerVolumeAtlasRefresh();
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}
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}
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}
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}
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