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73 行
2.8 KiB
73 行
2.8 KiB
using System.IO;
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namespace UnityEditor.VFXToolbox
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{
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/// <summary>
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/// Example of an Asset PostProcessor that configures all textures within a given folder (default Asset/Resources)
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/// to be imported with settings according to VFX Toolbox Image Sequencer recommandations.
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/// </summary>
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public class ImageSequencerSourcePostprocessor : AssetPostprocessor
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{
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// Internal flags for usage
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public enum Usage
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{
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Color,
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LinearData
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}
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public const string m_RootFolder = "Assets/VFXResources";
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public const string m_NormalNomenclaturePostFix = "_nrm";
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public const string m_LinearNomenclatureSuffix = "_lin";
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public readonly string[] m_Labels = new string[] { "Weapon", "Audio" };
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void OnPreprocessTexture()
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{
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if (assetPath.StartsWith(m_RootFolder)) // for all assets in VFX resources folder
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{
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string filename = Path.GetFileName(assetPath);
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string extension = Path.GetExtension(assetPath);
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// Default usage is color
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Usage usage = Usage.Color;
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// if containing normal suffix, switch to linear
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if (filename.ToLower().Contains(m_NormalNomenclaturePostFix.ToLower()))
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usage = Usage.LinearData;
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// if containing linear suffix, switch to linear
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if (filename.ToLower().Contains(m_LinearNomenclatureSuffix.ToLower()))
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usage = Usage.LinearData;
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// if HDR, switch to linear
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if(extension.ToLower() == "EXR".ToLower())
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usage = Usage.LinearData;
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TextureImporter importer = (TextureImporter)assetImporter;
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// Even if we have normalmaps, we don't want to encode them in swizzled NM yet.
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importer.textureType = TextureImporterType.Default;
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switch(usage)
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{
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default: // Color, but should not happen
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case Usage.Color:
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importer.sRGBTexture = true;
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break;
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case Usage.LinearData:
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importer.sRGBTexture = false;
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break;
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}
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importer.alphaSource = TextureImporterAlphaSource.FromInput;
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importer.alphaIsTransparency = false;
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importer.maxTextureSize = 8192;
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importer.mipmapEnabled = true;
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importer.mipmapFilter = TextureImporterMipFilter.KaiserFilter;
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importer.npotScale = TextureImporterNPOTScale.None;
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importer.textureShape = TextureImporterShape.Texture2D;
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importer.textureCompression = TextureImporterCompression.Uncompressed;
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}
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}
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}
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}
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