mirror of
https://github.com/maxartz15/SceneDebugViewer.git
synced 2024-12-22 09:48:28 +01:00
Replaced mip textures.
Removed custom mip map importer. Textures are now created within Unity (tool might later be added as importable content).
This commit is contained in:
parent
42100c5332
commit
c207d4887e
@ -1,117 +0,0 @@
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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using System.Text.RegularExpressions;
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public class CustomMipMapImporter : AssetPostprocessor
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{
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bool m_isReadable;
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bool m_importing;
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bool ShouldImportAsset(string path)
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{
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string pattern = GetMipmapFilenamePattern(path);
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string mip1Path = string.Format(pattern, 1);
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return File.Exists(mip1Path);
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}
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string GetMipmapFilenamePattern(string path)
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{
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var filename = Path.GetFileName(path);
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var filenameWithoutExtention = Path.GetFileNameWithoutExtension(path);
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var extension = Path.GetExtension(path);
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var directoryName = Path.GetDirectoryName(path);
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return Path.Combine(directoryName, filenameWithoutExtention + ".mip{0}" + extension);
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}
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void OnPreprocessTexture()
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{
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string extension = Path.GetExtension(assetPath);
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string filenameWithoutExtention = Path.GetFileNameWithoutExtension(assetPath);
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var match = Regex.Match(filenameWithoutExtention, @".mip(\d)+$");
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if (match.Success)
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{
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string filenameWithoutMip = filenameWithoutExtention.Substring(0, match.Index);
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string directoryName = Path.GetDirectoryName(assetPath);
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string mip0Path = Path.Combine(directoryName, filenameWithoutMip + extension);
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TextureImporter importer = (TextureImporter)TextureImporter.GetAtPath(mip0Path);
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if (importer != null)
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{
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importer.SaveAndReimport();
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}
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}
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if (ShouldImportAsset(assetPath))
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{
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m_importing = true;
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string pattern = GetMipmapFilenamePattern(assetPath);
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int m = 1;
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bool reimport = false;
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while (true)
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{
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string mipPath = string.Format(pattern, m);
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m++;
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TextureImporter importer = (TextureImporter)TextureImporter.GetAtPath(mipPath);
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if (importer != null)
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{
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if (!importer.mipmapEnabled || !importer.isReadable)
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{
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importer.mipmapEnabled = true;
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importer.isReadable = true;
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importer.SaveAndReimport();
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reimport = true;
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}
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continue;
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}
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else
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{
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break;
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}
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}
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if (reimport)
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{
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m_importing = false;
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return;
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}
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TextureImporter textureImporter = (TextureImporter)assetImporter;
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m_isReadable = textureImporter.isReadable;
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textureImporter.isReadable = true;
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}
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}
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void OnPostprocessTexture(Texture2D texture)
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{
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if (m_importing)
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{
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string pattern = GetMipmapFilenamePattern(assetPath);
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for (int m = 0; m < texture.mipmapCount; m++)
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{
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var mipmapTexture = AssetDatabase.LoadAssetAtPath<Texture2D>(string.Format(pattern, m));
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if (mipmapTexture != null)
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{
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Color[] c = mipmapTexture.GetPixels(0);
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texture.SetPixels(c, m);
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}
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}
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texture.Apply(false, !m_isReadable);
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TextureImporter textureImporter = (TextureImporter)assetImporter;
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textureImporter.isReadable = m_isReadable;
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 1b3c6a9a745cf994c924b3a44a3309db
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -111,3 +111,59 @@ MonoBehaviour:
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- m_name: _RS_Metallic
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m_texture: {fileID: 0}
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m_vector: {x: 0, y: 0, z: 0, w: 0}
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m_matrixArray: []
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m_parameterType: 5
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m_texture: {fileID: 0}
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m_vector: {x: 0, y: 0, z: 0, w: 0}
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m_vectorArray: []
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m_color: {r: 1, g: 1, b: 1, a: 1}
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m_colorArray: []
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m_float: 0
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m_floatArray: []
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m_int: 0
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m_matrix:
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m_matrixArray: []
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@ -111,59 +111,3 @@ MonoBehaviour:
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e32: 0
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e33: 0
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m_matrixArray: []
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- m_name: _RS_Metallic
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m_parameterType: 5
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m_texture: {fileID: 2800000, guid: 60a6c65bf59247d41bcc18553d97d2c5, type: 3}
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m_vector: {x: 0, y: 0, z: 0, w: 0}
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m_vectorArray: []
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m_color: {r: 1, g: 1, b: 1, a: 1}
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m_colorArray: []
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m_float: 0
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m_floatArray: []
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m_int: 0
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m_matrix:
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m_matrixArray: []
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- m_name: _RS_Glossiness
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m_parameterType: 5
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m_texture: {fileID: 2800000, guid: 60a6c65bf59247d41bcc18553d97d2c5, type: 3}
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m_vector: {x: 0, y: 0, z: 0, w: 0}
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m_vectorArray: []
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m_color: {r: 1, g: 1, b: 1, a: 1}
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m_colorArray: []
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m_float: 0
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m_floatArray: []
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m_int: 0
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m_matrix:
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e00: 0
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m_matrixArray: []
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@ -10,7 +10,7 @@ MonoBehaviour:
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 1aa272ccd1306c545b68254a527f8025, type: 3}
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m_Name: TexelDensityChecker
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m_Name: TexelDensity128
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m_EditorClassIdentifier:
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content:
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icon: {fileID: 2800000, guid: e613356da75e6764ea82a89a5ce3c6bc, type: 3}
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@ -29,7 +29,7 @@ MonoBehaviour:
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parameters:
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- m_name: _RS_Texture
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m_parameterType: 0
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m_texture: {fileID: 0}
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m_texture: {fileID: 2800000, guid: 05a258bf93e7ca749ae1cd66d39fb477, type: 2}
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m_vector: {x: 0, y: 0, z: 0, w: 0}
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m_vectorArray:
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- {x: 0, y: 0, z: 0, w: 0}
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95
Editor/Presets/TexelDensity32.asset
Normal file
95
Editor/Presets/TexelDensity32.asset
Normal file
@ -0,0 +1,95 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_GameObject: {fileID: 0}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 1aa272ccd1306c545b68254a527f8025, type: 3}
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m_Name: TexelDensity32
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m_EditorClassIdentifier:
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content:
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tooltip:
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normal:
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m_Text: ' TexelDensityChecker 1'
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@ -0,0 +1,8 @@
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@ -1,6 +1,6 @@
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// Ref: https://aras-p.info/blog/2011/05/03/a-way-to-visualize-mip-levels/
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Shader "Hidden/RS/TexelDensityChecker"
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Shader "Hidden/RS/TexelDensity"
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{
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SubShader
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{
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Binary file not shown.
Before Width: | Height: | Size: 505 B |
@ -1,144 +0,0 @@
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internalIDToNameTable: []
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externalObjects: {}
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bumpmap:
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textureCompression: 1
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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buildTarget: Android
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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androidETC2FallbackOverride: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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androidETC2FallbackOverride: 0
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49
Runtime/Textures/MipMap128.asset
Normal file
49
Runtime/Textures/MipMap128.asset
Normal file
File diff suppressed because one or more lines are too long
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49
Runtime/Textures/MipMap32a.asset
Normal file
49
Runtime/Textures/MipMap32a.asset
Normal file
File diff suppressed because one or more lines are too long
8
Runtime/Textures/MipMap32a.asset.meta
Normal file
8
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assetBundleVariant:
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Loading…
Reference in New Issue
Block a user