SceneDebugViewer/Editor/CustomMipMapImporter.cs

118 lines
2.7 KiB
C#

using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text.RegularExpressions;
public class CustomMipMapImporter : AssetPostprocessor
{
bool m_isReadable;
bool m_importing;
bool ShouldImportAsset(string path)
{
string pattern = GetMipmapFilenamePattern(path);
string mip1Path = string.Format(pattern, 1);
return File.Exists(mip1Path);
}
string GetMipmapFilenamePattern(string path)
{
var filename = Path.GetFileName(path);
var filenameWithoutExtention = Path.GetFileNameWithoutExtension(path);
var extension = Path.GetExtension(path);
var directoryName = Path.GetDirectoryName(path);
return Path.Combine(directoryName, filenameWithoutExtention + ".mip{0}" + extension);
}
void OnPreprocessTexture()
{
string extension = Path.GetExtension(assetPath);
string filenameWithoutExtention = Path.GetFileNameWithoutExtension(assetPath);
var match = Regex.Match(filenameWithoutExtention, @".mip(\d)+$");
if (match.Success)
{
string filenameWithoutMip = filenameWithoutExtention.Substring(0, match.Index);
string directoryName = Path.GetDirectoryName(assetPath);
string mip0Path = Path.Combine(directoryName, filenameWithoutMip + extension);
TextureImporter importer = (TextureImporter)TextureImporter.GetAtPath(mip0Path);
if (importer != null)
{
importer.SaveAndReimport();
}
}
if (ShouldImportAsset(assetPath))
{
m_importing = true;
string pattern = GetMipmapFilenamePattern(assetPath);
int m = 1;
bool reimport = false;
while (true)
{
string mipPath = string.Format(pattern, m);
m++;
TextureImporter importer = (TextureImporter)TextureImporter.GetAtPath(mipPath);
if (importer != null)
{
if (!importer.mipmapEnabled || !importer.isReadable)
{
importer.mipmapEnabled = true;
importer.isReadable = true;
importer.SaveAndReimport();
reimport = true;
}
continue;
}
else
{
break;
}
}
if (reimport)
{
m_importing = false;
return;
}
TextureImporter textureImporter = (TextureImporter)assetImporter;
m_isReadable = textureImporter.isReadable;
textureImporter.isReadable = true;
}
}
void OnPostprocessTexture(Texture2D texture)
{
if (m_importing)
{
string pattern = GetMipmapFilenamePattern(assetPath);
for (int m = 0; m < texture.mipmapCount; m++)
{
var mipmapTexture = AssetDatabase.LoadAssetAtPath<Texture2D>(string.Format(pattern, m));
if (mipmapTexture != null)
{
Color[] c = mipmapTexture.GetPixels(0);
texture.SetPixels(c, m);
}
}
texture.Apply(false, !m_isReadable);
TextureImporter textureImporter = (TextureImporter)assetImporter;
textureImporter.isReadable = m_isReadable;
}
}
}