Unity【AssetPostprocessor】- 资源导入处理:TexturePreprocessor

2022-08-29 16:41:02 浏览数 (1)

AssetPostprocessor允许我们在导入资源时做一些预处理或后处理,以下是官方文档给出的说明:

例如导入Texture贴图资源,我们可以通过在AssetPostprocessor的子类中添加OnPreprocessTexture函数来添加预处理逻辑,添加OnPostprocessTexture函数来实现后处理逻辑,可以理解为导入贴图资源前和完成时的事件、回调。

本文以OnPreprocessTexture为例,首先来看Texture Importer的主要属性:

我们通过继承ScriptableObject类来实现一个以上属性的配置表:

代码如下:

代码语言:javascript复制
using System.IO;
using UnityEditor;
using UnityEngine;
namespace SK.Framework
{
    [CreateAssetMenu]
    public class TexturePreprocessorConfig : ScriptableObject
    {
        [SerializeField] private bool isEnabled = false;
        [SerializeField] private TextureImporterType textureType = TextureImporterType.Default;
        [SerializeField] private TextureImporterShape textureShape = TextureImporterShape.Texture2D;
        [SerializeField] private bool sRGBTexture = true;
        [SerializeField] private TextureImporterAlphaSource alphaSource = TextureImporterAlphaSource.FromInput;
        [SerializeField] private bool alphaIsTransparency;
        [SerializeField] private bool ignorePNGFileGamma;

        [Header("Advanced")]
        [SerializeField] private TextureImporterNPOTScale nonPowerOf2 = TextureImporterNPOTScale.ToNearest;
        [SerializeField] private bool readWriteEnabled;
        [SerializeField] private bool streamingMipmaps;
        [SerializeField] private bool vitrualTextureOnly;
        [SerializeField] private bool generateMipMaps = true;
        [SerializeField] private bool borderMipMaps;
        [SerializeField] private TextureImporterMipFilter mipmapFilter = TextureImporterMipFilter.BoxFilter;
        [SerializeField] private bool mipMapsPreserveCoverage;
        [SerializeField] private bool fadeoutMipMaps;

        [SerializeField] private TextureWrapMode wrapMode = TextureWrapMode.Repeat;
        [SerializeField] private FilterMode filterMode = FilterMode.Bilinear;
        [SerializeField, Range(0, 16)] private int anisoLevel = 1;

        [SerializeField] private int maxSize = 2048;
        [SerializeField] private TextureImporterFormat format = TextureImporterFormat.Automatic;
        [SerializeField] private TextureImporterCompression compression = TextureImporterCompression.Compressed;
        [SerializeField] private bool useCrunchCompression;

        private static TexturePreprocessorConfig config;
        private static TexturePreprocessorConfig Config
        {
            get
            {
                if (config == null)
                {
                    var path = "Assets/Profile/Texture Postprocessor Config.asset";
                    config = AssetDatabase.LoadAssetAtPath<TexturePreprocessorConfig>(path);
                    if (config == null)
                    {
                        config = CreateInstance<TexturePreprocessorConfig>();
                        var directory = Application.dataPath   "/Profile";
                        if (!Directory.Exists(directory))
                        {
                            Directory.CreateDirectory(Application.dataPath   "/Profile");
                        }
                        AssetDatabase.CreateAsset(config, path);
                        AssetDatabase.Refresh();
                    }
                }
                return config;
            }
        }
        public static bool IsEnabled { get { return Config.isEnabled; } }
        public static TextureImporterType TextureType { get { return Config.textureType; } }
        public static TextureImporterShape TextureShape { get { return Config.textureShape; } }
        public static bool SRGBTexture { get { return Config.sRGBTexture; } }
        public static TextureImporterAlphaSource AlphaSource { get { return Config.alphaSource; } }
        public static bool AlphaIsTransparency { get { return Config.alphaIsTransparency ; } }
        public static bool IgnorePNGFileGamma { get { return Config.ignorePNGFileGamma; } }
        public static TextureImporterNPOTScale NonPowerOf2 { get { return Config.nonPowerOf2; } }
        public static bool ReadWriteEnabled { get { return Config.readWriteEnabled; } }
        public static bool StreamingMipmaps { get { return Config.streamingMipmaps; } }
        public static bool VitrualTextureOnly { get { return Config.vitrualTextureOnly; } }
        public static bool GenerateMipMaps { get { return Config.generateMipMaps; } }
        public static bool BorderMipMaps { get { return Config.borderMipMaps; } }
        public static TextureImporterMipFilter MipmapFilter { get { return Config.mipmapFilter; } }
        public static bool MipMapsPreserveCoverage { get { return Config.mipMapsPreserveCoverage; } }
        public static bool FadeoutMipMaps { get { return Config.fadeoutMipMaps; } }
        public static TextureWrapMode WrapMode { get { return Config.wrapMode; } }
        public static FilterMode FilterMode { get { return Config.filterMode; } }
        public static int AnisoLevel { get { return Config.anisoLevel; } }
        public static int MaxSize { get { return Config.maxSize; } }
        public static TextureImporterFormat Format { get { return Config.format; } }
        public static TextureImporterCompression Compression { get { return Config.compression; } }
        public static bool UseCrunchCompression { get { return Config.useCrunchCompression; } }
    }
}
代码语言:javascript复制
有了配置表后,在OnPreprocessTexture函数中根据配置来对TextureImporter进行设置,代码如下:
代码语言:javascript复制
using UnityEngine;
using UnityEditor;
namespace SK.Framework
{
    public class TexturePreprocessor : AssetPostprocessor
    {
        public void OnPreprocessTexture()
        {
            if (!TexturePreprocessorConfig.IsEnabled) return;
            Debug.Log($"OnPreprocessTexture {assetPath}");
            TextureImporter importer = assetImporter as TextureImporter;
            if (importer == null) return;
            importer.textureShape = TexturePreprocessorConfig.TextureShape;
            importer.sRGBTexture = TexturePreprocessorConfig.SRGBTexture;
            importer.alphaSource = TexturePreprocessorConfig.AlphaSource;
            importer.alphaIsTransparency = TexturePreprocessorConfig.AlphaIsTransparency;
            importer.ignorePngGamma = TexturePreprocessorConfig.IgnorePNGFileGamma;
            importer.npotScale = TexturePreprocessorConfig.NonPowerOf2;
            importer.isReadable = TexturePreprocessorConfig.ReadWriteEnabled;
            importer.streamingMipmaps = TexturePreprocessorConfig.StreamingMipmaps;
            importer.vtOnly = TexturePreprocessorConfig.VitrualTextureOnly;
            importer.mipmapEnabled = TexturePreprocessorConfig.GenerateMipMaps;
            importer.borderMipmap = TexturePreprocessorConfig.BorderMipMaps;
            importer.mipmapFilter = TexturePreprocessorConfig.MipmapFilter;
            importer.mipMapsPreserveCoverage = TexturePreprocessorConfig.MipMapsPreserveCoverage;
            importer.fadeout = TexturePreprocessorConfig.FadeoutMipMaps;
            importer.wrapMode = TexturePreprocessorConfig.WrapMode;
            importer.filterMode = TexturePreprocessorConfig.FilterMode;
            importer.anisoLevel = TexturePreprocessorConfig.AnisoLevel;
            importer.maxTextureSize = TexturePreprocessorConfig.MaxSize;
            importer.textureFormat = TexturePreprocessorConfig.Format;
            importer.textureCompression = TexturePreprocessorConfig.Compression;
            importer.crunchedCompression = TexturePreprocessorConfig.UseCrunchCompression;
            importer.textureType = TexturePreprocessorConfig.TextureType;
        }
    }
}

例如我们在搭建UI时,可以将Texture Type设为Sprite类型,那么在将UI切图导入到Unity中时,将自动将其设为Sprite类型:

0 人点赞