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背景:ETC1图片格式的罪孽,不支持Alpha通道。于是程序员们将一些气力浪费在Alpha通道的处理上。 为了能使用ETC1,同时某些透明效果必须有Alpha通道,一般的处理方式是将RGB和Alpha分为两张图片分别储存。 只存Alpha通道的图片及RGB都为要存的Alpha值,因为熵比较小,图片尺寸也可以相应减小一些。
要做的工作:
1. 将带有Alpha通道的图片,另存为两张图片,一张只存RGB信息,另一张只存Alpha信息。建议保持为图片原目录,名称加后缀“_RGB”, "_Alpha"。
2. 带有Alpha通道的图片,所用的Shader要更新为支持RGB和Alpha信息分别从两张不同图片读取的shader。这个功能,因为不能的Material的Shader会很不一样,因此,不用程序来强硬指定了。但程序起码需要给出提示,工程中哪些Material用到了哪些带有Alpha通道的图片。
不罗嗦了,直接上代码。
- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEditor;
- using System.IO;
- using System.Reflection;
-
- public class MaterialTextureForETC1{
-
- public static float sizeScale = 0.5f; //the size decrease scale for alphaTexture
- public static Dictionary<string, bool> texturesAlphaDic = new Dictionary<string, bool>();
-
- [MenuItem("EffortForETC1/Seperate RGB and Alpha Channel for All Textures")]
- static void SeperateAllTexturesRGBandAlphaChannel()
- {
- string[] paths = Directory.GetFiles(Application.dataPath, "*.*", SearchOption.AllDirectories);
- foreach (string path in paths)
- {
- if (!string.IsNullOrEmpty(path) && IsTextureFile(path)) //full name
- {
- SeperateRGBAandlphaChannel(path);
- }
- }
- }
-
- [MenuItem("EffortForETC1/Show Materials Having Textures with Alpha Chanel")]
- static void ShowMaterialsHavingTextureswithAlphaChanel()
- {
- CalculateTexturesAlphaChannelDic();
- string[] matpaths = Directory.GetFiles(Application.dataPath, "*.mat", SearchOption.AllDirectories);
- foreach (string matpath in matpaths)
- {
- string propermatpath = GetRelativeAssetPath(matpath);
- Material mat = (Material)Resources.LoadAssetAtPath(propermatpath, typeof(Material));
- if (mat)
- {
- string[] alphatexpaths = GetMaterialTexturesHavingAlphaChannel(mat);
- if (alphatexpaths.Length == 0)
- {
- continue;
- }
- Debug.Log("Material having texture(s) with Alpha channel : " + propermatpath);
- foreach (string alphatexpath in alphatexpaths)
- {
- Debug.Log(alphatexpath + " in " + propermatpath);
- }
- }
- else
- {
- Debug.LogError("Load material failed : " + matpath);
- }
- }
- Debug.Log("Finish!");
- }
-
-
- #region inspect material
-
- static string[] GetMaterialTexturesHavingAlphaChannel(Material _mat)
- {
- List<string> alphatexpaths = new List<string>();
- string[] texpaths = GetMaterialTexturePaths(_mat);
- foreach (string texpath in texpaths)
- {
- if (texturesAlphaDic[texpath])
- {
- alphatexpaths.Add(texpath);
- }
- }
-
- return alphatexpaths.ToArray();
- }
-
- static string[] GetMaterialTexturePaths(Material _mat)
- {
- List<string> results = new List<string>();
- Object[] roots = new Object[] { _mat };
- Object[] dependObjs = EditorUtility.CollectDependencies(roots);
- foreach (Object dependObj in dependObjs)
- {
- if (dependObj.GetType() == typeof(Texture2D))
- {
- string texpath = AssetDatabase.GetAssetPath(dependObj.GetInstanceID());
- results.Add(texpath);
- }
- }
- return results.ToArray();
- }
-
- #endregion
-
-
- static void CalculateTexturesAlphaChannelDic()
- {
- string[] paths = Directory.GetFiles(Application.dataPath, "*.*", SearchOption.AllDirectories);
- foreach (string path in paths)
- {
- if (!string.IsNullOrEmpty(path) && IsTextureFile(path)) //full name
- {
- string assetRelativePath = GetRelativeAssetPath(path);
- SetTextureReadable(assetRelativePath);
- Texture2D sourcetex = Resources.LoadAssetAtPath(assetRelativePath, typeof(Texture2D)) as Texture2D;
- if (!sourcetex) //make sure the file is really Texture2D which can be loaded as Texture2D.
- {
- continue;
- }
- if (HasAlphaChannel(sourcetex))
- {
- AddValueToDic(assetRelativePath, true);
- }
- else
- {
- AddValueToDic(assetRelativePath, false);
- }
- }
- }
- }
-
- static void AddValueToDic(string _key, bool _val)
- {
- if (texturesAlphaDic.ContainsKey(_key))
- {
- texturesAlphaDic[_key] = _val;
- }
- else
- {
- texturesAlphaDic.Add(_key, _val);
- }
- }
-
-
- #region process texture
-
- static void SeperateRGBAandlphaChannel(string _texPath)
- {
- string assetRelativePath = GetRelativeAssetPath(_texPath);
- SetTextureReadable(assetRelativePath);
- Texture2D sourcetex = Resources.LoadAssetAtPath(assetRelativePath, typeof(Texture2D)) as Texture2D; //not just the textures under Resources file
- if (!sourcetex)
- {
- Debug.Log("Load Texture Failed : " + assetRelativePath);
- return;
- }
- if (!HasAlphaChannel(sourcetex))
- {
- Debug.Log("Texture does not have Alpha channel : " + assetRelativePath);
- return;
- }
-
- Texture2D rgbTex = new Texture2D(sourcetex.width, sourcetex.height, TextureFormat.RGB24, true);
- Texture2D alphaTex = new Texture2D((int)(sourcetex.width * sizeScale), (int)(sourcetex.height * sizeScale), TextureFormat.RGB24, true);
-
- for (int i = 0; i < sourcetex.width; ++i)
- for (int j = 0; j < sourcetex.height; ++j)
- {
- Color color = sourcetex.GetPixel(i, j);
- Color rgbColor = color;
- Color alphaColor = color;
- alphaColor.r = color.a;
- alphaColor.g = color.a;
- alphaColor.b = color.a;
- rgbTex.SetPixel(i, j, rgbColor);
- alphaTex.SetPixel((int)(i * sizeScale), (int)(j * sizeScale), alphaColor);
- }
-
- rgbTex.Apply();
- alphaTex.Apply();
-
- byte[] bytes = rgbTex.EncodeToPNG();
- File.WriteAllBytes(GetRGBTexPath(_texPath), bytes);
- bytes = alphaTex.EncodeToPNG();
- File.WriteAllBytes(GetAlphaTexPath(_texPath), bytes);
- Debug.Log("Succeed to seperate RGB and Alpha channel for texture : " + assetRelativePath);
- }
-
- static bool HasAlphaChannel(Texture2D _tex)
- {
- for (int i = 0; i < _tex.width; ++i)
- for (int j = 0; j < _tex.height; ++j)
- {
- Color color = _tex.GetPixel(i, j);
- float alpha = color.a;
- if (alpha < 1.0f - 0.001f)
- {
- return true;
- }
- }
- return false;
- }
-
- static void SetTextureReadable(string _relativeAssetPath)
- {
- string postfix = GetFilePostfix(_relativeAssetPath);
- if (postfix == ".dds") // no need to set .dds file. Using TextureImporter to .dds file would get casting type error.
- {
- return;
- }
-
- TextureImporter ti = (TextureImporter)TextureImporter.GetAtPath(_relativeAssetPath);
- ti.isReadable = true;
- AssetDatabase.ImportAsset(_relativeAssetPath);
- }
-
- #endregion
-
-
- #region string or path helper
-
- static bool IsTextureFile(string _path)
- {
- string path = _path.ToLower();
- return path.EndsWith(".psd") || path.EndsWith(".tga") || path.EndsWith(".png") || path.EndsWith(".jpg") || path.EndsWith(".dds") || path.EndsWith(".bmp") || path.EndsWith(".tif") || path.EndsWith(".gif");
- }
-
- static string GetRGBTexPath(string _texPath)
- {
- return GetTexPath(_texPath, "_RGB.");
- }
-
- static string GetAlphaTexPath(string _texPath)
- {
- return GetTexPath(_texPath, "_Alpha.");
- }
-
- static string GetTexPath(string _texPath, string _texRole)
- {
- string result = _texPath.Replace(".", _texRole);
- string postfix = GetFilePostfix(_texPath);
- return result.Replace(postfix, ".png");
- }
-
- static string GetRelativeAssetPath(string _fullPath)
- {
- _fullPath = GetRightFormatPath(_fullPath);
- int idx = _fullPath.IndexOf("Assets");
- string assetRelativePath = _fullPath.Substring(idx);
- return assetRelativePath;
- }
-
- static string GetRightFormatPath(string _path)
- {
- return _path.Replace("\\", "/");
- }
-
- static string GetFilePostfix(string _filepath) //including '.' eg ".tga", ".dds"
- {
- string postfix = "";
- int idx = _filepath.LastIndexOf('.');
- if (idx > 0 && idx < _filepath.Length)
- postfix = _filepath.Substring(idx, _filepath.Length - idx);
- return postfix;
- }
-
- #endregion
- }
上面的代码中,图片的处理,用的是已经整合进Unity的有限的图片处理功能,分离RGB和Alpha通道的图片都被存为了.png格式。其实可以将C#的System.Drawing.dll导入到工程里,用C#原生的Bitmap类来处理图片。
.dds格式图片的处理比较特殊。一般用Texture2D.GetPixel()等函数处理Texture2D时,需要设置Texture的Import属性里的Readable,但.dds格式的图片不用处理。同时,Unity只支持Int格式的dds, float32格式的.dds不支持。
【改进版】Unity工程里图片的RGB和Alpha通道的分离
http://blog.csdn.net/u010153703/article/details/45502895
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