This commit is contained in:
高国正 2023-08-08 18:03:16 +08:00
parent ab1afdc2b3
commit 1c43c766e6
1152 changed files with 175422 additions and 7019 deletions

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using UnityEngine;
using UnityEditor;
public class ExtractMaterials : EditorWindow
{
[MenuItem("¹¤¾ß/ÌáÈ¡²ÄÁÏ")]
static void Init()
{
ExtractMaterials window = (ExtractMaterials)EditorWindow.GetWindow(typeof(ExtractMaterials));
window.Show();
}
void OnGUI()
{
GUILayout.Label("Extract Materials", EditorStyles.boldLabel);
if (GUILayout.Button("Extract"))
{
string path = EditorUtility.OpenFolderPanel("Select FBX Folder", "", "");
if (!string.IsNullOrEmpty(path))
{
ExtractMaterialsFromFolder(path);
}
}
}
static void ExtractMaterialsFromFolder(string folderPath)
{
string[] filePaths = System.IO.Directory.GetFiles(folderPath, "*.fbx", System.IO.SearchOption.AllDirectories);
foreach (string filePath in filePaths)
{
Object obj = AssetDatabase.LoadAssetAtPath(filePath, typeof(GameObject));
GameObject go = obj as GameObject;
if (go != null)
{
Renderer[] renderers = go.GetComponentsInChildren<Renderer>(true);
foreach (Renderer renderer in renderers)
{
Material[] materials = renderer.sharedMaterials;
for (int i = 0; i < materials.Length; i++)
{
string materialName = string.Format("{0}_{1}.mat", go.name, i);
string materialPath = System.IO.Path.Combine(folderPath, materialName);
AssetDatabase.CreateAsset(materials[i], materialPath);
}
}
}
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}

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using UnityEngine;
using UnityEditor;
public class ExtractMaterialsAndTextures : EditorWindow
{
[MenuItem("工具/提取材料和纹理")]
private static void ShowWindow()
{
EditorWindow window = GetWindow<ExtractMaterialsAndTextures>();
window.titleContent = new GUIContent("Extract Materials and Textures");
window.Show();
}
private void OnGUI()
{
if (GUILayout.Button("Extract Materials and Textures"))
{
GameObject[] selectedObjects = Selection.gameObjects;
foreach (GameObject obj in selectedObjects)
{
Renderer renderer = obj.GetComponent<Renderer>();
if (renderer != null)
{
Material[] materials = renderer.sharedMaterials;
foreach (Material mat in materials)
{
ExtractMaterialTextures(mat);
}
}
}
Debug.Log("提取完成!");
}
}
private void ExtractMaterialTextures(Material material)
{
string materialName = material.name;
for (int i = 0; i < ShaderUtil.GetPropertyCount(material.shader); i++)
{
if (ShaderUtil.GetPropertyType(material.shader, i) == ShaderUtil.ShaderPropertyType.TexEnv)
{
string propertyName = ShaderUtil.GetPropertyName(material.shader, i);
Texture texture = material.GetTexture(propertyName);
if (texture != null)
{
RenderTexture renderTexture = RenderTexture.GetTemporary(texture.width, texture.height);
Graphics.Blit(texture, renderTexture);
RenderTexture previousRenderTexture = RenderTexture.active;
RenderTexture.active = renderTexture;
Texture2D texture2D = new Texture2D(texture.width, texture.height);
texture2D.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
texture2D.Apply();
RenderTexture.active = previousRenderTexture;
RenderTexture.ReleaseTemporary(renderTexture);
byte[] bytes = texture2D.EncodeToPNG();
Object.DestroyImmediate(texture2D);
string textureName = $"{materialName}_{propertyName}";
string outputPath = $"Assets/Textures/{textureName}.png";
System.IO.File.WriteAllBytes(outputPath, bytes);
AssetDatabase.ImportAsset(outputPath, ImportAssetOptions.ForceUpdate);
Texture2D savedTexture = AssetDatabase.LoadAssetAtPath<Texture2D>(outputPath);
material.SetTexture(propertyName, savedTexture);
}
}
}
}
}

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@ -32,7 +32,7 @@ public class FbxToPrefabInEditor
//tempPrefab = PrefabUtility.ReplacePrefab(aaaa[i].gameObject, tempPrefab);
//Debug.Log(aaaa[i].name);
PrefabUtility.CreatePrefab("Assets/Resources/" + aaaa[i].name + ".prefab" +
PrefabUtility.CreatePrefab("Assets/Resources/古泉站换流站机房/" + aaaa[i].name + ".prefab" +
"", aaaa[i].gameObject);
//foreach (var item in aaaa)
//{

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