//https://github.com/maxartz15/MA_TextureUtils //References: //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- #if UNITY_EDITOR using UnityEngine; using UnityEditor; using System.IO; using System.Collections; using System.Collections.Generic; namespace MA_Texture { public static class MA_TextureUtils { public static Texture ConvertToReadableTexture(Texture texture) { if (texture == null) return texture; // Create a temporary RenderTexture of the same size as the texture RenderTexture tmp = RenderTexture.GetTemporary( texture.width, texture.height, 0, RenderTextureFormat.Default, RenderTextureReadWrite.Linear); // Blit the pixels on texture to the RenderTexture Graphics.Blit(texture, tmp); // Backup the currently set RenderTexture RenderTexture previous = RenderTexture.active; // Set the current RenderTexture to the temporary one we created RenderTexture.active = tmp; // Create a new readable Texture2D to copy the pixels to it Texture2D myTexture2D = new Texture2D(texture.width, texture.width); // Copy the pixels from the RenderTexture to the new Texture myTexture2D.ReadPixels(new Rect(0, 0, tmp.width, tmp.height), 0, 0); myTexture2D.Apply(); // Reset the active RenderTexture RenderTexture.active = previous; // Release the temporary RenderTexture RenderTexture.ReleaseTemporary(tmp); // "myTexture2D" now has the same pixels from "texture" and it's readable. return myTexture2D; } #region Save public static Texture2D MA_Save2D(this Texture2D texture, string textureName, string savePath) { if (!Directory.Exists(savePath)) Directory.CreateDirectory(savePath); FileStream fs = new FileStream(savePath + "/" + textureName + ".png", FileMode.Create); BinaryWriter bw = new BinaryWriter(fs); bw.Write(texture.EncodeToPNG()); bw.Close(); fs.Close(); Debug.Log("Saved texture: " + texture.name); AssetDatabase.Refresh(); return texture; } public static Texture MA_Save(this Texture texture, string name, string savePath) { Texture2D texture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture); texture2D.MA_Save2D(name, savePath); texture = texture2D; return texture; } #endregion #region Scale public static Texture2D MA_Scale2D(this Texture2D texture, int newWidth, int newHeight) { Texture2D texture2D = new Texture2D(newWidth, newHeight); float ratioWidth = texture.width / newWidth; float ratioHeight = texture.height / newHeight; for (int x = 0; x < texture.width; x++) { 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; } 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; } public static Texture2D MA_Scale22D(this Texture2D texture, float width, float height) { float ratioWidth = width / texture.width; float ratioHeight = height / texture.height; int newWidth = Mathf.RoundToInt(texture.width * ratioWidth); int newHeight = Mathf.RoundToInt(texture.height * ratioHeight); Texture2D newTexture = new Texture2D(newWidth, newHeight); for (int x = 0; x < texture.width; x++) { for (int y = 0; y < texture.height; y++) { 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; newTexture.Apply(); return newTexture; } public static Texture MA_Scale2(this Texture texture, float newWidth, float newHeight) { Texture2D texture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture); texture = texture2D.MA_Scale22D(newWidth, newHeight); return texture; } public static Texture2D MA_Scale32D(this Texture2D texture, int width, int height) { float ratioWidth = (float)width / texture.width; float ratioHeight = (float)height / texture.height; Texture2D newTexture = new Texture2D(width, height); for (int x = 0; x < width; x++) { int posX = Mathf.FloorToInt(x / ratioWidth); for (int y = 0; y < height; y++) { int posY = Mathf.FloorToInt(y / ratioHeight); Color pixel = texture.GetPixel(posX, posY); newTexture.SetPixel(x, y, new Color(pixel.r, pixel.g, pixel.b, pixel.a)); } } newTexture.name = texture.name; newTexture.Apply(); return newTexture; } #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++) { if(flipY) { //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--) { texture.SetPixel(x + offsetX, texture.height - y - offsetY, combineTexture.GetPixel(x, texture.height - y)); } } else { for (int y = 0; y < combineTexture.height; y++) { texture.SetPixel(x + offsetX, y + offsetY, combineTexture.GetPixel(x, y)); } } } texture.Apply(); return texture; } public static Texture MA_Combine(this Texture texture, Texture combineTexture, int offsetX, int offsetY) { Texture2D texture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture); Texture2D combineTexture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture); texture = texture2D.MA_Combine2D(combineTexture2D, offsetX, offsetY); return texture; } #endregion } } #endif