11 Commits
1.2 ... 1.5

Author SHA1 Message Date
max
e81a4ec119 Merged goto01 and reworked some code.
Implemented the texture scaler provided by goto01 (Kiryl Tkachou) and removed the old ones.
Implmented the mesh export bugfixes.
Changed mesh export names.
Changed texture export names.
Updated the the export window.
Updated export functionality.
Updated hotkeys.
Fixed quad duplication bug.
Minor visual changes.

Co-Authored-By: Kiryl Tkachou <goto01@users.noreply.github.com>
2019-08-30 01:11:33 +02:00
26a0f68454 Merge pull request #1 from goto01/master
Adding the scaling and export options.

Merging the changes made.
Sub-meshes export bug-fix.
Export window changes.
New texture scaling function.

(TODO: some old code cleanup.)
2019-08-29 18:56:01 +02:00
9f5240967a Added bilinear scaling and mesh replacing export mode 2019-07-26 15:52:40 +03:00
9a13ddb24e Fixed quad title 2019-07-26 15:51:51 +03:00
6ac386c1b5 Fixed quad title 2019-07-23 23:56:38 +03:00
e2abb77afe Fixed quad title 2019-07-23 23:53:53 +03:00
68b3ddaaa1 Fixed importing. 2019-07-23 23:48:36 +03:00
9d53f74c4b Fixed mesh duplication. 2019-07-23 18:51:39 +03:00
max
7f17793af0 Fixed gray texture on export.
Fixed gray texture on export bug, it was caused by the texture scale function (during upscaling), right now it's required to have the texture dimensions be a power of 2 width/height.
Optional OBJ/PNG/sprite export options.
Chanaged readme.
TODO: Cleanup export code. Make proper scale options (bilinear & point).
2019-07-16 14:12:32 +02:00
09f7c488b9 Update README.md 2019-07-04 23:22:57 +02:00
max
1251736f5b Updated & tested with Unity 2019.1.8f1
Minor changes.
2019-07-03 00:02:40 +02:00
14 changed files with 497 additions and 204 deletions

View File

@ -36,7 +36,8 @@ namespace MA_TextureAtlasserPro
editorWorkRect = new Rect(Vector2.zero - zoomCoordsOrigin, textureAtlasSize); editorWorkRect = new Rect(Vector2.zero - zoomCoordsOrigin, textureAtlasSize);
GUI.backgroundColor = new Color(0, 0, 0, 0.1f); GUI.backgroundColor = new Color(0, 0, 0, 0.1f);
GUI.Box(editorWorkRect, this.name); GUI.Box(editorWorkRect, "");
GUI.Box(new Rect(editorWorkRect.x, editorWorkRect.y - 25, editorWorkRect.width, 20), this.name);
GUI.backgroundColor = Color.white; GUI.backgroundColor = Color.white;
MA_Editor.Grid.Grid.DrawZoomableGrid(editorWorkRect, 64, new Color(0, 0, 0, 0.1f), zoomCoordsOrigin); MA_Editor.Grid.Grid.DrawZoomableGrid(editorWorkRect, 64, new Color(0, 0, 0, 0.1f), zoomCoordsOrigin);

View File

@ -25,7 +25,6 @@ namespace MA_TextureAtlasserPro
public Rect dragRectPos; public Rect dragRectPos;
//Data //Data
public Texture texture; //Replace this with texture groups
public List<MA_TextureGroup> textureGroups; public List<MA_TextureGroup> textureGroups;
public List<Mesh> meshes; public List<Mesh> meshes;
@ -43,7 +42,7 @@ namespace MA_TextureAtlasserPro
//Clamp and snap the guiRect //Clamp and snap the guiRect
guiRect = new Rect(Mathf.RoundToInt(rect.x / 32) * 32, Mathf.RoundToInt(rect.y / 32) * 32, Mathf.RoundToInt(rect.width / 32) * 32, Mathf.RoundToInt(rect.height / 32) * 32); guiRect = new Rect(Mathf.RoundToInt(rect.x / 32) * 32, Mathf.RoundToInt(rect.y / 32) * 32, Mathf.RoundToInt(rect.width / 32) * 32, Mathf.RoundToInt(rect.height / 32) * 32);
//Draw the sqaud background //Draw the quad background
if(showTexture && textureGroups != null && textureGroups.Count > 0 && textureGroups[0].texture != null) if(showTexture && textureGroups != null && textureGroups.Count > 0 && textureGroups[0].texture != null)
GUI.DrawTexture(new Rect(guiRect.x - zoomCoordsOrigin.x, guiRect.y - zoomCoordsOrigin.y, guiRect.width, guiRect.height), textureGroups[0].texture, ScaleMode.StretchToFill); GUI.DrawTexture(new Rect(guiRect.x - zoomCoordsOrigin.x, guiRect.y - zoomCoordsOrigin.y, guiRect.width, guiRect.height), textureGroups[0].texture, ScaleMode.StretchToFill);
else else
@ -53,7 +52,10 @@ namespace MA_TextureAtlasserPro
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
GUILayout.Label(this.name); var tempColor = GUI.backgroundColor;
GUI.backgroundColor = new Color(1, 1, 1, 0.7f);
GUILayout.Label(" " + this.name + " ", GUI.skin.box);
GUI.backgroundColor = tempColor;
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();

View File

@ -10,18 +10,31 @@ namespace MA_TextureAtlasserPro
[System.Serializable] [System.Serializable]
public class MA_TextureAtlasserProSettings : ScriptableObject public class MA_TextureAtlasserProSettings : ScriptableObject
{ {
[Header("Selection")]
public bool autoFocus = true;
[Header("Duplication:")]
public bool copySelectedQuadData = false;
public string duplicatedQuadNamePrefix = "new ";
[Header("Hotkeys:")] [Header("Hotkeys:")]
public bool useHotkeys = false; public bool useHotkeys = false;
public EventModifiers modifierKey = EventModifiers.Alt;
public KeyCode addQuadHotKey = KeyCode.Q; public KeyCode addQuadHotKey = KeyCode.Q;
public KeyCode removeQuadHotKey = KeyCode.R; public KeyCode removeQuadHotKey = KeyCode.R;
public KeyCode duplicateHotKey = KeyCode.D; public KeyCode duplicateHotKey = KeyCode.D;
public KeyCode zoomInHotKey = KeyCode.Equals;
public KeyCode zoomOutHotKey = KeyCode.Minus;
[Header("Duplication:")]
public bool copySelectedQuadData = true;
public string duplicatedQuadNamePrefix = "new ";
[Header("Selection")]
public bool autoFocus = true;
public bool GetHotKey(Event e, KeyCode shortKey)
{
if (e.type == EventType.KeyDown && e.modifiers == modifierKey && e.keyCode == shortKey)
{
return true;
}
return false;
}
} }
} }
#endif #endif

View File

@ -8,6 +8,34 @@ using MA_Texture;
namespace MA_TextureAtlasserPro namespace MA_TextureAtlasserPro
{ {
public enum ExportPreset
{
Custom,
Default,
Sprites,
ReplaceObjMeshes
}
public enum ModelFormat
{
None,
Obj,
ReplaceObj
}
public enum TextureFormat
{
None,
Png
}
public enum TextureType
{
Default,
Sprite,
SpriteSliced
}
public static class MA_TextureAtlasserProUtils public static class MA_TextureAtlasserProUtils
{ {
public const string SETTINGSASSETPATH = "Assets/MA_ToolBox/MA_TextureAtlasserPro/Settings/"; public const string SETTINGSASSETPATH = "Assets/MA_ToolBox/MA_TextureAtlasserPro/Settings/";
@ -19,7 +47,7 @@ namespace MA_TextureAtlasserPro
public static MA_TextureAtlasserProSettings CreateSettings() public static MA_TextureAtlasserProSettings CreateSettings()
{ {
MA_TextureAtlasserProSettings _settings = (MA_TextureAtlasserProSettings)ScriptableObject.CreateInstance<MA_TextureAtlasserProSettings>(); MA_TextureAtlasserProSettings _settings = ScriptableObject.CreateInstance<MA_TextureAtlasserProSettings>();
if(_settings != null) if(_settings != null)
{ {
@ -49,7 +77,7 @@ namespace MA_TextureAtlasserPro
public static MA_TextureAtlasserProAtlas CreateTextureAtlas(string name, Vector2 size) public static MA_TextureAtlasserProAtlas CreateTextureAtlas(string name, Vector2 size)
{ {
MA_TextureAtlasserProAtlas _atlas = (MA_TextureAtlasserProAtlas)ScriptableObject.CreateInstance<MA_TextureAtlasserProAtlas>(); MA_TextureAtlasserProAtlas _atlas = ScriptableObject.CreateInstance<MA_TextureAtlasserProAtlas>();
if(_atlas != null) if(_atlas != null)
{ {
@ -145,7 +173,7 @@ namespace MA_TextureAtlasserPro
} }
} }
public static void CreateTextureQuad(MA_TextureAtlasserProAtlas atlas, string name, Rect rect, bool focus = true) public static MA_TextureAtlasserProQuad CreateTextureQuad(MA_TextureAtlasserProAtlas atlas, string name, Rect rect, bool focus = true)
{ {
if(atlas != null) if(atlas != null)
{ {
@ -156,7 +184,7 @@ namespace MA_TextureAtlasserPro
} }
//Create new quad //Create new quad
MA_TextureAtlasserProQuad _quad = (MA_TextureAtlasserProQuad)ScriptableObject.CreateInstance("MA_TextureAtlasserProQuad"); MA_TextureAtlasserProQuad _quad = ScriptableObject.CreateInstance<MA_TextureAtlasserProQuad>();
//Add quad to asset //Add quad to asset
if(_quad != null) if(_quad != null)
@ -167,7 +195,7 @@ namespace MA_TextureAtlasserPro
SetTextureGroups(atlas, _quad); SetTextureGroups(atlas, _quad);
atlas.textureQuads.Add((MA_TextureAtlasserProQuad)_quad); atlas.textureQuads.Add(_quad);
AssetDatabase.AddObjectToAsset(_quad, atlas); AssetDatabase.AddObjectToAsset(_quad, atlas);
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
@ -177,6 +205,8 @@ namespace MA_TextureAtlasserPro
{ {
atlas.selectedTextureQuad = atlas.textureQuads[atlas.textureQuads.Count - 1]; atlas.selectedTextureQuad = atlas.textureQuads[atlas.textureQuads.Count - 1];
} }
return _quad;
} }
else else
{ {
@ -187,6 +217,8 @@ namespace MA_TextureAtlasserPro
{ {
Debug.LogError("CreateTextureQuad Failed: textureAtlas"); Debug.LogError("CreateTextureQuad Failed: textureAtlas");
} }
return null;
} }
public static void RemoveTextureQuad(MA_TextureAtlasserProAtlas atlas, bool focus = true) public static void RemoveTextureQuad(MA_TextureAtlasserProAtlas atlas, bool focus = true)
@ -196,7 +228,7 @@ namespace MA_TextureAtlasserPro
int _index = atlas.textureQuads.IndexOf(atlas.selectedTextureQuad); int _index = atlas.textureQuads.IndexOf(atlas.selectedTextureQuad);
atlas.textureQuads.RemoveAt(_index); atlas.textureQuads.RemoveAt(_index);
GameObject.DestroyImmediate(atlas.selectedTextureQuad, true); Object.DestroyImmediate(atlas.selectedTextureQuad, true);
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
AssetDatabase.Refresh(); AssetDatabase.Refresh();
@ -212,18 +244,25 @@ namespace MA_TextureAtlasserPro
{ {
if(atlas != null && atlas.selectedTextureQuad != null) if(atlas != null && atlas.selectedTextureQuad != null)
{ {
CreateTextureQuad(atlas, namePrefix + atlas.selectedTextureQuad.name, atlas.selectedTextureQuad.rect, false); MA_TextureAtlasserProQuad q = CreateTextureQuad(atlas, namePrefix + atlas.selectedTextureQuad.name, atlas.selectedTextureQuad.rect, false);
if(copyData) if (copyData)
{ {
atlas.textureQuads[atlas.textureQuads.Count - 1].meshes = atlas.selectedTextureQuad.meshes; q.meshes = atlas.selectedTextureQuad.meshes;
atlas.textureQuads[atlas.textureQuads.Count - 1].textureGroups = atlas.selectedTextureQuad.textureGroups;
for (int i = 0; i < atlas.selectedTextureQuad.textureGroups.Count; i++)
{
q.textureGroups[i].texture = atlas.selectedTextureQuad.textureGroups[i].texture;
}
} }
if(focus) if(focus)
{ {
atlas.selectedTextureQuad = atlas.textureQuads[atlas.textureQuads.Count - 1]; atlas.selectedTextureQuad = q;
} }
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
} }
} }
@ -276,107 +315,203 @@ namespace MA_TextureAtlasserPro
curWindow.Close(); curWindow.Close();
} }
public static void ExportAtlas(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH) public static bool IsPowerOfTwo(int value)
{ {
if(atlas != null && atlas.textureQuads != null) //While x is even and > 1
while (((value % 2) == 0) && value > 1)
{ {
ExportAtlasMeshesObj(atlas); value /= 2;
ExportAtlasTexturesPNG(atlas); }
AssetDatabase.Refresh(); return (value == 1);
}
#region Export
public static void ExportAtlasModels(MA_TextureAtlasserProAtlas atlas, ModelFormat modelFormat, string savePath = EXPORTASSETPATH)
{
switch (modelFormat)
{
case ModelFormat.None:
break;
case ModelFormat.Obj:
ExportAtlasObj(atlas, savePath);
break;
case ModelFormat.ReplaceObj:
ModifyAtlasObj(atlas);
break;
default:
break;
} }
} }
public static void ExportAtlasMeshesObj(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH) public static void ExportAtlasObj(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH)
{ {
if(atlas != null && atlas.textureQuads != null) if (atlas == null || atlas.textureQuads == null)
return;
foreach (MA_TextureAtlasserProQuad ta in atlas.textureQuads)
{ {
foreach (MA_TextureAtlasserProQuad ta in atlas.textureQuads) //Export Mesh
if(ta.meshes != null)
{ {
//Export Mesh for (int m = 0; m < ta.meshes.Count; m++)
if(ta.meshes != null)
{ {
for (int m = 0; m < ta.meshes.Count; m++) if(ta.meshes[m] != null)
{ {
if(ta.meshes[m] != null) //Create new mesh
{ Mesh newMesh = new Mesh();
//Create new mesh //Duplicate it from the current one
Mesh newMesh = new Mesh(); newMesh = MA_MeshUtils.MA_DuplicateMesh(ta.meshes[m]);
//Duplicate it from the current one //Remap UV's
newMesh = MA_MeshUtils.MA_DuplicateMesh(ta.meshes[m]); newMesh = MA_MeshUtils.MA_UVReMap(newMesh, atlas.textureAtlasSize, ta.guiRect);
//Remap uvs //Save it
newMesh = MA_MeshUtils.MA_UVReMap(newMesh, atlas.textureAtlasSize, ta.guiRect); string modelName = string.IsNullOrEmpty(ta.name) ? "": ta.name + "-";
//Save it modelName += ta.meshes[m].name;
MA_MeshUtils.MeshToFile(newMesh, "MA_" + ta.name, savePath); int n = m + 1;
} modelName += "_" + n.ToString("#000");
MA_MeshUtils.MeshToFile(newMesh, modelName, savePath);
} }
} }
} }
} }
} }
// public static void ExportAtlasTexturePNG(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH) public static void ModifyAtlasObj(MA_TextureAtlasserProAtlas atlas)
// {
// if(atlas != null && atlas.textureQuads != null)
// {
// //Create new Texture Atlas
// Texture2D newTexture = new Texture2D((int)atlas.textureAtlasSize.x, (int)atlas.textureAtlasSize.y);
// newTexture.name = atlas.name;
// foreach (MA_TextureAtlasserProQuad ta in atlas.textureQuads)
// {
// //Export Texture Atlas
// //TODO: Replace with texture groups (foreacht ...)
// if(ta.texture != null)
// {
// //Create new texture part
// Texture2D newTexturePart = (Texture2D)MA_Texture.MA_TextureUtils.ConvertToReadableTexture(ta.texture);
// //Scale it
// newTexturePart = newTexturePart.MA_Scale2D((int)ta.guiRect.width, (int)ta.guiRect.height);
// //Add it
// newTexture = newTexture.MA_Combine2D(newTexturePart, (int)ta.guiRect.x, (int)ta.guiRect.y);
// }
// }
// //Save it
// newTexture.MA_Save2D("MA_" + newTexture.name, savePath);
// //Refresh
// AssetDatabase.Refresh();
// }
// }
public static void ExportAtlasTexturesPNG(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH)
{ {
if(atlas != null && atlas.textureQuads != null && atlas.textureGroupRegistration != null) if (atlas == null || atlas.textureQuads == null)
return;
var quads = atlas.textureQuads;
for (var index = 0; index < quads.Count; index++)
{ {
//Foreach texture group var quad = quads[index];
for (int i = 0; i < atlas.textureGroupRegistration.Count; i++) if (quad.meshes == null)
continue;
var meshes = quad.meshes;
for (var meshIndex = 0; meshIndex < quad.meshes.Count; meshIndex++)
{ {
//Create new Texture Atlas if (meshes[meshIndex] == null)
Texture2D newTexture = new Texture2D((int)atlas.textureAtlasSize.x, (int)atlas.textureAtlasSize.y); continue;
newTexture.name = atlas.name + "_" + atlas.textureGroupRegistration[i].name;
MA_MeshUtils.MA_UVReMap(meshes[meshIndex], atlas.textureAtlasSize, quad.guiRect);
EditorUtility.SetDirty(meshes[meshIndex]);
}
}
AssetDatabase.SaveAssets();
}
public static void ExportAtlasTextures(MA_TextureAtlasserProAtlas atlas, TextureFormat textureFormat, TextureType textureType, MA_TextureUtils.TextureScaleMode scaleMode, string savePath = EXPORTASSETPATH)
{
switch (textureFormat)
{
case TextureFormat.None:
break;
case TextureFormat.Png:
ExportAtlasPNG(atlas, textureType, scaleMode, savePath);
break;
default:
break;
}
}
private static void ExportAtlasPNG(MA_TextureAtlasserProAtlas atlas, TextureType textureType, MA_TextureUtils.TextureScaleMode scaleMode, string savePath = EXPORTASSETPATH)
{
if (atlas == null || atlas.textureQuads == null || atlas.textureGroupRegistration == null)
return;
//Foreach texture group
for (int i = 0; i < atlas.textureGroupRegistration.Count; i++)
{
//Create new Texture Atlas
Texture2D newTexture = new Texture2D((int)atlas.textureAtlasSize.x, (int)atlas.textureAtlasSize.y);
newTexture.name = atlas.name + "_" + atlas.textureGroupRegistration[i].name;
foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads)
{
if (q.textureGroups != null && q.textureGroups[i].texture != null)
{
//Create new texture part
Texture2D newTexturePart = (Texture2D)MA_Texture.MA_TextureUtils.ConvertToReadableTexture(q.textureGroups[i].texture);
//Scale it
newTexturePart = newTexturePart.MA_Scale2D((int)q.guiRect.width, (int)q.guiRect.height, scaleMode);
//Add it
newTexture = newTexture.MA_Combine2D(newTexturePart, (int)q.guiRect.x, (int)q.guiRect.y);
}
}
//Save it
newTexture.MA_Save2D(newTexture.name, savePath);
TextureImporter textureImporter = (TextureImporter)AssetImporter.GetAtPath(savePath + newTexture.name + ".png");
textureImporter.textureType = TextureImporterType.Default;
textureImporter.SaveAndReimport();
}
switch (textureType)
{
case TextureType.Default:
break;
case TextureType.Sprite:
SetAtlasPNGSpriteSettings(atlas, textureType, savePath);
break;
case TextureType.SpriteSliced:
SetAtlasPNGSpriteSettings(atlas, textureType, savePath);
break;
default:
break;
}
//Refresh
AssetDatabase.Refresh();
}
private static void SetAtlasPNGSpriteSettings(MA_TextureAtlasserProAtlas atlas, TextureType textureType, string savePath = EXPORTASSETPATH)
{
//Foreach texture group
for (int i = 0; i < atlas.textureGroupRegistration.Count; i++)
{
//Convert
string textureName = atlas.name + "_" + atlas.textureGroupRegistration[i].name + ".png";
TextureImporter textureImporter = (TextureImporter)AssetImporter.GetAtPath(savePath + textureName);
textureImporter.textureType = TextureImporterType.Sprite;
textureImporter.alphaIsTransparency = true;
//Slice sprites.
if (textureType == TextureType.SpriteSliced)
{
textureImporter.spriteImportMode = SpriteImportMode.None; //Reset it to update?
textureImporter.spriteImportMode = SpriteImportMode.Multiple;
List<SpriteMetaData> spriteMetaData = new List<SpriteMetaData>();
foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads) foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads)
{ {
if(q.textureGroups != null && q.textureGroups[i].texture != null) if (q.textureGroups != null && q.textureGroups[i].texture != null)
{ {
//Create new texture part //Create new SpriteMetaData.
Texture2D newTexturePart = (Texture2D)MA_Texture.MA_TextureUtils.ConvertToReadableTexture(q.textureGroups[i].texture); SpriteMetaData smd = new SpriteMetaData();
//Scale it
newTexturePart = newTexturePart.MA_Scale2D((int)q.guiRect.width, (int)q.guiRect.height); smd.name = q.name;
//Add it smd.rect = new Rect(q.guiRect.x, atlas.textureAtlasSize.y - q.guiRect.y - q.guiRect.height, q.guiRect.width, q.guiRect.height);
newTexture = newTexture.MA_Combine2D(newTexturePart, (int)q.guiRect.x, (int)q.guiRect.y);
spriteMetaData.Add(smd);
} }
} }
//Save it textureImporter.spritesheet = spriteMetaData.ToArray();
newTexture.MA_Save2D("MA_" + newTexture.name, savePath); }
else
{
textureImporter.spriteImportMode = SpriteImportMode.Single;
} }
//Refresh textureImporter.SaveAndReimport();
AssetDatabase.Refresh();
} }
} }
#endregion
} }
} }
#endif #endif

View File

@ -33,7 +33,7 @@ namespace MA_TextureAtlasserPro
curWindow.workView.ResetWindow(); curWindow.workView.ResetWindow();
} }
if(curWindow.textureAtlas != null) if (curWindow.textureAtlas != null)
{ {
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
//GUILayout.Label(curWindow.textureAtlas.textureAtlasSize.ToString()); //GUILayout.Label(curWindow.textureAtlas.textureAtlasSize.ToString());

View File

@ -13,6 +13,8 @@ namespace MA_TextureAtlasserPro
private bool isEditing = false; private bool isEditing = false;
private GUIStyle labelStyle = new GUIStyle(GUI.skin.label);
public MA_TextureAtlasserProInspectorView(MA_TextureAtlasserProWindow currentEditorWindow, string title) : base(currentEditorWindow, title) public MA_TextureAtlasserProInspectorView(MA_TextureAtlasserProWindow currentEditorWindow, string title) : base(currentEditorWindow, title)
{ {
@ -115,8 +117,17 @@ namespace MA_TextureAtlasserPro
} }
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
if(!MA_TextureAtlasserProUtils.IsPowerOfTwo((int)curWindow.textureAtlas.selectedTextureQuad.guiRect.width) || !MA_TextureAtlasserProUtils.IsPowerOfTwo((int)curWindow.textureAtlas.selectedTextureQuad.guiRect.height))
{
labelStyle.normal.textColor = Color.red;
}
else
{
labelStyle.normal.textColor = Color.black;
}
GUILayout.Label("x " + curWindow.textureAtlas.selectedTextureQuad.guiRect.x.ToString() + ", y " + curWindow.textureAtlas.selectedTextureQuad.guiRect.y.ToString()); GUILayout.Label("x " + curWindow.textureAtlas.selectedTextureQuad.guiRect.x.ToString() + ", y " + curWindow.textureAtlas.selectedTextureQuad.guiRect.y.ToString());
GUILayout.Label("w " + curWindow.textureAtlas.selectedTextureQuad.guiRect.width.ToString() + ", h " + curWindow.textureAtlas.selectedTextureQuad.guiRect.height.ToString()); GUILayout.Label("w " + curWindow.textureAtlas.selectedTextureQuad.guiRect.width.ToString() + ", h " + curWindow.textureAtlas.selectedTextureQuad.guiRect.height.ToString(), labelStyle);
GUILayout.EndVertical(); GUILayout.EndVertical();
GUILayout.EndArea(); GUILayout.EndArea();

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@ -19,7 +19,7 @@ namespace MA_TextureAtlasserPro
private const float kZoomMax = 2.0f; private const float kZoomMax = 2.0f;
private Rect zoomArea; private Rect zoomArea;
private float zoom = 1.0f; private float zoom = 1.0f;
public float Zoom { get { return zoom; } } public float Zoom { get { return zoom; } set { zoom = Mathf.Clamp(value, kZoomMin, kZoomMax); } }
private Vector2 zoomCoordsOrigin = Vector2.zero; private Vector2 zoomCoordsOrigin = Vector2.zero;
public override void UpdateView(Event e, Rect editorViewRect) public override void UpdateView(Event e, Rect editorViewRect)
@ -96,21 +96,32 @@ namespace MA_TextureAtlasserPro
{ {
if(curWindow.textureAtlas != null) if(curWindow.textureAtlas != null)
{ {
if (e.type == EventType.KeyDown && e.keyCode == curWindow.settings.addQuadHotKey) if (curWindow.settings.GetHotKey(e, curWindow.settings.addQuadHotKey))
{ {
MA_TextureAtlasserProUtils.CreateTextureQuad(curWindow.textureAtlas, "new Quad", new Rect(0, 0, 128, 128), curWindow.settings.autoFocus); MA_TextureAtlasserProUtils.CreateTextureQuad(curWindow.textureAtlas, "new Quad", new Rect(0, 0, 128, 128), curWindow.settings.autoFocus);
e.Use(); e.Use();
} }
if(curWindow.settings.GetHotKey(e, curWindow.settings.zoomInHotKey))
{
Zoom += 0.25f;
e.Use();
}
if(curWindow.settings.GetHotKey(e, curWindow.settings.zoomOutHotKey))
{
Zoom -= 0.25f;
e.Use();
}
if (curWindow.textureAtlas.selectedTextureQuad != null) if (curWindow.textureAtlas.selectedTextureQuad != null)
{ {
if (e.type == EventType.KeyDown && e.keyCode == curWindow.settings.removeQuadHotKey) if (curWindow.settings.GetHotKey(e, curWindow.settings.removeQuadHotKey))
{ {
MA_TextureAtlasserProUtils.RemoveTextureQuad(curWindow.textureAtlas, curWindow.settings.autoFocus); MA_TextureAtlasserProUtils.RemoveTextureQuad(curWindow.textureAtlas, curWindow.settings.autoFocus);
e.Use(); e.Use();
} }
if (e.type == EventType.KeyDown && e.keyCode == curWindow.settings.duplicateHotKey) if (curWindow.settings.GetHotKey(e, curWindow.settings.duplicateHotKey))
{ {
MA_TextureAtlasserProUtils.DuplicateTextureQuad(curWindow.textureAtlas, curWindow.settings.autoFocus, curWindow.settings.copySelectedQuadData, curWindow.settings.duplicatedQuadNamePrefix); MA_TextureAtlasserProUtils.DuplicateTextureQuad(curWindow.textureAtlas, curWindow.settings.autoFocus, curWindow.settings.copySelectedQuadData, curWindow.settings.duplicatedQuadNamePrefix);
e.Use(); e.Use();

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@ -4,25 +4,35 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEditor; using UnityEditor;
using MA_Editor; using MA_Editor;
using MA_Texture;
namespace MA_TextureAtlasserPro namespace MA_TextureAtlasserPro
{ {
public class MA_TextureAtlasserProExportWindow : EditorWindow public class MA_TextureAtlasserProExportWindow : EditorWindow
{ {
private const int WindowHeight = 235;
//Editor //Editor
private static MA_TextureAtlasserProExportWindow thisWindow; private static MA_TextureAtlasserProExportWindow thisWindow;
public static MA_TextureAtlasserProWindow curWindow; public static MA_TextureAtlasserProWindow curWindow;
//Data //Data
private static bool isLoaded = false; //Make sure we wait a frame at the start to setup and don't draw. private static bool isLoaded = false; //Make sure we wait a frame at the start to setup and don't draw.
//Export settings.
private ExportPreset exportPreset = ExportPreset.Default;
private ModelFormat modelFormat = ModelFormat.Obj;
private TextureFormat textureFormat = TextureFormat.Png;
private TextureType textureType = TextureType.Default;
private MA_TextureUtils.TextureScaleMode textureScaleMode = MA_TextureUtils.TextureScaleMode.Bilinear;
[MenuItem("MA_ToolKit/MA_TextureAtlasserPro/Export Atlas")] [MenuItem("MA_ToolKit/MA_TextureAtlasserPro/Export Atlas")]
private static void Init() private static void Init()
{ {
GetCurrentWindow(); GetCurrentWindow();
thisWindow.minSize = new Vector2(500,160); thisWindow.minSize = new Vector2(420, WindowHeight);
thisWindow.maxSize = new Vector2(500,160); thisWindow.maxSize = new Vector2(420, WindowHeight);
thisWindow.titleContent.text = "MA_ExportTextureAtlas"; thisWindow.titleContent.text = "MA_ExportTextureAtlas";
@ -35,8 +45,8 @@ namespace MA_TextureAtlasserPro
GetCurrentWindow(); GetCurrentWindow();
thisWindow.minSize = new Vector2(500,160); thisWindow.minSize = new Vector2(420, WindowHeight);
thisWindow.maxSize = new Vector2(500,160); thisWindow.maxSize = new Vector2(420, WindowHeight);
thisWindow.titleContent.text = "MA_ExportTextureAtlas"; thisWindow.titleContent.text = "MA_ExportTextureAtlas";
@ -94,18 +104,47 @@ namespace MA_TextureAtlasserPro
if(curWindow != null && curWindow.textureAtlas != null) if(curWindow != null && curWindow.textureAtlas != null)
{ {
//Export options
GUILayout.Box("Note: No custom export options right now.. :<", EditorStyles.helpBox);
//Export //Export
GUILayout.BeginVertical(EditorStyles.helpBox); GUILayout.BeginVertical();
GUILayout.Label("Meshes: OBJ | Textures: PNG"); DrawExportPresetMenu();
if(GUILayout.Button("Export Atlas", GUILayout.ExpandWidth(true), GUILayout.Height(37))) DrawExportAdvancedOptions();
GUILayout.BeginHorizontal(EditorStyles.helpBox);
switch (exportPreset)
{ {
MA_TextureAtlasserProUtils.ExportAtlas(curWindow.textureAtlas); case ExportPreset.Custom:
break;
case ExportPreset.Default:
modelFormat = ModelFormat.Obj;
textureFormat = TextureFormat.Png;
textureType = TextureType.Default;
textureScaleMode = MA_TextureUtils.TextureScaleMode.Bilinear;
break;
case ExportPreset.Sprites:
modelFormat = ModelFormat.None;
textureFormat = TextureFormat.Png;
textureType = TextureType.SpriteSliced;
textureScaleMode = MA_TextureUtils.TextureScaleMode.Bilinear;
break;
case ExportPreset.ReplaceObjMeshes:
modelFormat = ModelFormat.ReplaceObj;
textureFormat = TextureFormat.Png;
textureType = TextureType.Default;
textureScaleMode = MA_TextureUtils.TextureScaleMode.Bilinear;
break;
default:
break;
} }
if (GUILayout.Button("Export", GUILayout.ExpandWidth(true), GUILayout.Height(37)))
{
MA_TextureAtlasserProUtils.ExportAtlasModels(curWindow.textureAtlas, modelFormat);
MA_TextureAtlasserProUtils.ExportAtlasTextures(curWindow.textureAtlas, textureFormat, textureType, textureScaleMode);
}
GUILayout.EndHorizontal();
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
else if(curWindow == null) else if(curWindow == null)
@ -132,6 +171,43 @@ namespace MA_TextureAtlasserPro
if(e.type == EventType.Repaint) if(e.type == EventType.Repaint)
isLoaded = true; isLoaded = true;
} }
private void DrawExportPresetMenu()
{
GUILayout.BeginHorizontal(EditorStyles.helpBox);
exportPreset = (ExportPreset)EditorGUILayout.EnumPopup("ExportPreset:", exportPreset, GUILayout.ExpandWidth(true));
GUILayout.EndHorizontal();
}
private void DrawExportAdvancedOptions()
{
bool wasEnabled = GUI.enabled;
if(exportPreset == ExportPreset.Custom)
{
GUI.enabled = true;
}
else
{
GUI.enabled = false;
}
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUILayout.Label("Models:", EditorStyles.miniBoldLabel);
modelFormat = (ModelFormat)EditorGUILayout.EnumPopup("ModelFormat:", modelFormat);
GUILayout.Label("Textures:", EditorStyles.miniBoldLabel);
textureFormat = (TextureFormat)EditorGUILayout.EnumPopup("TextureFormat:", textureFormat);
textureType = (TextureType)EditorGUILayout.EnumPopup("TextureType:", textureType);
textureScaleMode = (MA_TextureUtils.TextureScaleMode)EditorGUILayout.EnumPopup("TextureScaleMode:", textureScaleMode);
EditorGUILayout.EndVertical();
GUI.enabled = wasEnabled;
}
} }
} }
#endif #endif

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@ -1,5 +1,4 @@
//Maxartz15 //https://github.com/maxartz15/MA_EditorUtils
//Version 1.0
#if UNITY_EDITOR #if UNITY_EDITOR
using System.Collections; using System.Collections;

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@ -1,5 +1,7 @@
//Maxartz15 //https://github.com/maxartz15/MA_EditorUtils
//Version 1.0
//References:
//http://martinecker.com/martincodes/unity-editor-window-zooming/
#if UNITY_EDITOR #if UNITY_EDITOR
using UnityEngine; using UnityEngine;

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@ -1,5 +1,7 @@
//Maxartz15 //https://github.com/maxartz15/MA_EditorUtils
//Version 1.0
//References:
//http://martinecker.com/martincodes/unity-editor-window-zooming/
#if UNITY_EDITOR #if UNITY_EDITOR
using UnityEngine; using UnityEngine;

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@ -1,5 +1,7 @@
//Maxartz15 //https://github.com/maxartz15/MA_MeshUtils
//Version 1.0
//References:
//http://wiki.unity3d.com/index.php?title=ObjExporter
#if UNITY_EDITOR #if UNITY_EDITOR
using System; using System;
@ -7,6 +9,7 @@ using System.IO;
using System.Text; using System.Text;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
using UnityEditor; using UnityEditor;
@ -37,12 +40,16 @@ namespace MA_Mesh
public static Mesh MA_DuplicateMesh(Mesh mesh) public static Mesh MA_DuplicateMesh(Mesh mesh)
{ {
Mesh newMesh = new Mesh(); Mesh newMesh = new Mesh();
newMesh.name = mesh.name;
newMesh.SetVertices(new List<Vector3>(mesh.vertices)); newMesh.SetVertices(new List<Vector3>(mesh.vertices));
newMesh.bounds = mesh.bounds;
newMesh.colors = mesh.colors.ToArray();
newMesh.subMeshCount = mesh.subMeshCount;
for (int i = 0; i < mesh.subMeshCount; i++) for (int i = 0; i < mesh.subMeshCount; i++)
{ {
newMesh.SetTriangles(mesh.GetTriangles(i), i); newMesh.SetTriangles(mesh.GetTriangles(i), i);
} }
newMesh.subMeshCount = mesh.subMeshCount;
newMesh.SetNormals(new List<Vector3>(mesh.normals)); newMesh.SetNormals(new List<Vector3>(mesh.normals));
newMesh.SetUVs(0, new List<Vector2>(mesh.uv)); newMesh.SetUVs(0, new List<Vector2>(mesh.uv));
newMesh.SetTangents(new List<Vector4>(mesh.tangents)); newMesh.SetTangents(new List<Vector4>(mesh.tangents));
@ -90,15 +97,15 @@ namespace MA_Mesh
{ {
if(flipY) if(flipY)
{ {
Debug.Log("01" + uvs[i].x); uvs[i] = new Vector2((uvs[i].x / atlasSize.x * textureRect.width) + (1 / atlasSize.x * textureRect.x),
uvs[i] = new Vector2((uvs[i].x / atlasSize.x * textureRect.width) + (1 / atlasSize.x * textureRect.x), (uvs[i].y / atlasSize.y * textureRect.height) + (1 / atlasSize.y * (atlasSize.y - textureRect.height - textureRect.y))); (uvs[i].y / atlasSize.y * textureRect.height) + (1 / atlasSize.y * (atlasSize.y - textureRect.height - textureRect.y)));
Debug.Log("02" + uvs[i].x);
} }
else else
{ {
Debug.Log("01" + uvs[i].x); //Debug.Log("01" + uvs[i].x);
uvs[i] = new Vector2((uvs[i].x / atlasSize.x * textureRect.width) + (1 / atlasSize.x * textureRect.x), (uvs[i].y / atlasSize.y * textureRect.height) + (1 / atlasSize.y * textureRect.y)); uvs[i] = new Vector2((uvs[i].x / atlasSize.x * textureRect.width) + (1 / atlasSize.x * textureRect.x),
Debug.Log("02" + uvs[i].x); (uvs[i].y / atlasSize.y * textureRect.height) + (1 / atlasSize.y * textureRect.y));
//Debug.Log("02" + uvs[i].x);
} }
} }
@ -174,7 +181,6 @@ namespace MA_Mesh
using (StreamWriter sw = new StreamWriter(savePath + filename + ".obj")) using (StreamWriter sw = new StreamWriter(savePath + filename + ".obj"))
{ {
sw.Write(MeshToString(mesh)); sw.Write(MeshToString(mesh));
Debug.Log(savePath + filename);
} }
} }
//End //End

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@ -1,7 +1,11 @@
//Maxartz15 //https://github.com/maxartz15/MA_TextureUtils
//Version 1.0
//Part of MA_TextureUtils //References:
//https://github.com/maxartz15/MA_TextureUtils //http://www.gamasutra.com/blogs/JoshSutphin/20131007/201829/Adding_to_Unitys_BuiltIn_Classes_Using_Extension_Methods.php
//https://forum.unity3d.com/threads/contribution-texture2d-blur-in-c.185694/
//http://orbcreation.com/orbcreation/page.orb?1180
//https://support.unity3d.com/hc/en-us/articles/206486626-How-can-I-get-pixels-from-unreadable-textures-
//https://github.com/maxartz15/MA_TextureAtlasser/commit/9f5240967a51692fa2a17a6b3c8d124dd5dc60f9
#if UNITY_EDITOR #if UNITY_EDITOR
using UnityEngine; using UnityEngine;
@ -9,20 +13,12 @@ using UnityEditor;
using System.IO; using System.IO;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System;
//http://www.gamasutra.com/blogs/JoshSutphin/20131007/201829/Adding_to_Unitys_BuiltIn_Classes_Using_Extension_Methods.php
//https://forum.unity3d.com/threads/contribution-texture2d-blur-in-c.185694/
//http://orbcreation.com/orbcreation/page.orb?1180
//https://support.unity3d.com/hc/en-us/articles/206486626-How-can-I-get-pixels-from-unreadable-textures-
namespace MA_Texture namespace MA_Texture
{ {
public static class MA_TextureUtils public static class MA_TextureUtils
{ {
/// <summary>
/// Some base converters and texture settings setters.
/// </summary>
public static Texture ConvertToReadableTexture(Texture texture) public static Texture ConvertToReadableTexture(Texture texture)
{ {
if (texture == null) if (texture == null)
@ -50,6 +46,7 @@ namespace MA_Texture
// Copy the pixels from the RenderTexture to the new Texture // Copy the pixels from the RenderTexture to the new Texture
myTexture2D.ReadPixels(new Rect(0, 0, tmp.width, tmp.height), 0, 0); myTexture2D.ReadPixels(new Rect(0, 0, tmp.width, tmp.height), 0, 0);
myTexture2D.Apply(); myTexture2D.Apply();
myTexture2D.name = texture.name;
// Reset the active RenderTexture // Reset the active RenderTexture
RenderTexture.active = previous; RenderTexture.active = previous;
@ -74,8 +71,6 @@ namespace MA_Texture
bw.Close(); bw.Close();
fs.Close(); fs.Close();
Debug.Log("Saved texture: " + texture.name);
AssetDatabase.Refresh(); AssetDatabase.Refresh();
return texture; return texture;
@ -91,80 +86,110 @@ namespace MA_Texture
return texture; return texture;
} }
#endregion #endregion
#region Scale #region Scale
public static Texture2D MA_Scale2D(this Texture2D texture, int newWidth, int newHeight) public enum TextureScaleMode
{
Bilinear,
Point
}
public static Texture MA_Scale(this Texture texture, int width, int height, TextureScaleMode scaleMode)
{ {
Texture2D texture2D = new Texture2D(newWidth, newHeight); Texture2D texture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture);
float ratioWidth = texture.width / newWidth;
float ratioHeight = texture.height / newHeight;
for (int x = 0; x < texture.width; x++) texture2D.MA_Scale2D(width, height, scaleMode);
{
for (int y = 0; y < texture.height; y++)
{
Color pixel = texture.GetPixel(x, y);
int posX = Mathf.FloorToInt(x / ratioWidth);
int posY = Mathf.FloorToInt(y / ratioHeight);
texture2D.SetPixel(posX, posY, new Color(pixel.r, pixel.g, pixel.b, pixel.a));
}
}
texture2D.Apply();
return texture2D; texture = texture2D;
}
public static Texture MA_Scale(this Texture texture, int newWidth, int newHeight)
{
Texture2D texture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture);
texture2D.MA_Scale2D(newWidth, newHeight);
texture = texture2D;
return texture; return texture;
} }
public static Texture2D MA_Scale22D(this Texture2D texture, float width, float height) public static Texture2D MA_Scale2D(this Texture2D texture, int newWidth, int newHeight, TextureScaleMode scaleMode)
{ {
float ratioWidth = width / texture.width; Color[] curColors = texture.GetPixels();
float ratioHeight = height / texture.height; Color[] newColors = new Color[newWidth * newHeight];
int newWidth = Mathf.RoundToInt(texture.width * ratioWidth); switch (scaleMode)
int newHeight = Mathf.RoundToInt(texture.height * ratioHeight); {
case TextureScaleMode.Bilinear:
newColors = MA_BilinearScale(curColors, texture.width, texture.height, newWidth, newHeight);
break;
case TextureScaleMode.Point:
newColors = MA_PointScale(curColors, texture.width, texture.height, newWidth, newHeight);
break;
Texture2D newTexture = new Texture2D(newWidth, newHeight); }
for (int x = 0; x < texture.width; x++) texture.Resize(newWidth, newHeight);
{ texture.SetPixels(newColors);
for (int y = 0; y < texture.height; y++) texture.Apply();
{
Color pixel = texture.GetPixel(x, y);
int posX = Mathf.RoundToInt(x * ratioWidth);
int posY = Mathf.RoundToInt(y * ratioHeight);
newTexture.SetPixel(posX, posY, new Color(pixel.r, pixel.g, pixel.b, pixel.a));
}
}
newTexture.name = texture.name; return texture;
}
newTexture.Apply(); private static Color[] MA_BilinearScale(Color[] curColors, int curWidth, int curHeight, int newWidth, int newHeight)
return newTexture; {
} Color[] newColors = new Color[newWidth * newHeight];
public static Texture MA_Scale2(this Texture texture, float newWidth, float newHeight) float ratioX = 1.0f / ((float)newWidth / (curWidth - 1));
{ float ratioY = 1.0f / ((float)newHeight / (curHeight - 1));
Texture2D texture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture);
texture = texture2D.MA_Scale22D(newWidth, newHeight); for (int y = 0; y < newHeight; y++)
{
int yFloor = Mathf.FloorToInt(y * ratioY);
var y1 = yFloor * curWidth;
var y2 = (yFloor + 1) * curWidth;
var yw = y * newWidth;
return texture; for (int x = 0; x < newWidth; x++)
} {
#endregion int xFloor = Mathf.FloorToInt(x * ratioX);
var xLerp = x * ratioX - xFloor;
#region combine newColors[yw + x] = ColorLerpUnclamped(ColorLerpUnclamped(curColors[y1 + xFloor], curColors[y1 + xFloor + 1], xLerp),
public static Texture2D MA_Combine2D(this Texture2D texture, Texture2D combineTexture, int offsetX, int offsetY, bool flipY = true) ColorLerpUnclamped(curColors[y2 + xFloor], curColors[y2 + xFloor + 1], xLerp),
y * ratioY - yFloor);
}
}
return newColors;
}
private static Color[] MA_PointScale(Color[] curColors, int curWidth, int curHeight, int newWidth, int newHeight)
{
Color[] newColors = new Color[newWidth * newHeight];
float ratioX = ((float)curWidth) / newWidth;
float ratioY = ((float)curHeight) / newHeight;
for (int y = 0; y < newHeight; y++)
{
var thisY = Mathf.RoundToInt((ratioY * y) * curWidth);
var yw = y * newWidth;
for (int x = 0; x < newWidth; x++)
{
newColors[yw + x] = curColors[Mathf.RoundToInt(thisY + ratioX * x)];
}
}
return newColors;
}
private static Color ColorLerpUnclamped(Color c1, Color c2, float value)
{
return new Color(c1.r + (c2.r - c1.r) * value,
c1.g + (c2.g - c1.g) * value,
c1.b + (c2.b - c1.b) * value,
c1.a + (c2.a - c1.a) * value);
}
#endregion
#region combine
public static Texture2D MA_Combine2D(this Texture2D texture, Texture2D combineTexture, int offsetX, int offsetY, bool flipY = true)
{ {
for (int x = 0; x < combineTexture.width; x++) for (int x = 0; x < combineTexture.width; x++)
{ {
@ -173,7 +198,7 @@ namespace MA_Texture
//Y is 'flipped' because textures are made from left to right, bottom to top. We want to draw from left to right and top to bottom. //Y is 'flipped' because textures are made from left to right, bottom to top. We want to draw from left to right and top to bottom.
for (int y = combineTexture.height; y > 0; y--) for (int y = combineTexture.height; y > 0; y--)
{ {
texture.SetPixel(x + offsetX, texture.height - y - offsetY, combineTexture.GetPixel(x, texture.height - y)); texture.SetPixel(x + offsetX, y + (texture.height - offsetY - combineTexture.height), combineTexture.GetPixel(x, y));
} }
} }
else else

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@ -1,11 +1,21 @@
# MA_TextureAtlasser # MA_TextureAtlasser
Texture atlas creator for Unity Texture atlas creator for Unity
You can combine textures and/or remap the UVs for the 3D models. [![Image](https://maxartz15.com/wp-content/uploads/2019/04/MA_TextureAtlas.png)]()
By having full control over the size and position of the textures that are being placed in the atlas you will never stand for surprises when exporting. This will cost some more time than auto-generating your texture atlases but you know whats going on and which models/textures are getting priority.
https://youtu.be/PBRKlopkZP0 You can combine textures and/or remap the UVs for the 3D models.
By having full control over the size and position of the textures that are being placed in the atlas you will never stand for surprises when exporting. This will cost some more time than auto-generating your texture atlases but you know whats going on and which models/textures are getting priority. The tool can also be used to make 2D sprite sheets.
- Combine textures/sprites.
- Automatically adjusts the UV's of the assigned meshes to match the new texture atlas.
- Exports meshes as OBJ.
- Exports texture atlas as PNG.
- Exports texture atlas as a (sliced) sprite sheet.
[Example video](https://youtu.be/PBRKlopkZP0)
Download the UnityPackage here: https://github.com/maxartz15/MA_TextureAtlasser/releases Download the UnityPackage here: https://github.com/maxartz15/MA_TextureAtlasser/releases
For more information: https://maxartz15.com/ma_textureatlas/ [![Github All Releases](https://img.shields.io/github/downloads/maxartz15/MA_TextureAtlasser/total.svg)]()
For more information: https://maxartz15.com/ma_textureatlas/