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Unity3D设置纹理格式 (待续)

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Unity3D设置纹理格式
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Unity3D 2015-01-22 11:59
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目录(?)[+]

简介
Unity3D默认纹理格式问题

1 在导入时是否自动压缩
2 Unity3D设置纹理格式
3 在Unity3D中自定义设置纹理格式



1. 简介

在PC上开发时,其天空盒的效果很好,但是为Android平台Build之后,其效果简直没法看。

更为恼火的是,之后PC上的纹理效果也变差了,新加入的纹理效果都会变差,看其纹理格式,使用ETC进行了压缩。

2. Unity3D默认纹理格式问题

2.1 在导入时是否自动压缩

Edit->Preferences...



当选择此选项之后,每当导入新的纹理(无论是拖入或在文件管理器中copy),Unity3D都会根据当前平台的设置进行自动转换,此纹理转换,并不是把纹理文件进行修改,纹理文件是不动的,而是增加了一个.meta文件(如Sunny4_back.tif对应Sunny4_back.tif.meta),其中定义了很多与纹理相关的参数,其中决定此纹理格式的参数为:textureType,此文件内容如下:

[javascript]
view plaincopyprint?





fileFormatVersion: 2 guid: e658bdd655d56c64eb2bf011d186cded TextureImporter: serializedVersion: 2 mipmaps: mipMapMode: 0 enableMipMap: 1 linearTexture: 0 correctGamma: 0 fadeOut: 0 borderMipMap: 0 mipMapFadeDistanceStart: 1 mipMapFadeDistanceEnd: 3 bumpmap: convertToNormalMap: 0 externalNormalMap: 0 heightScale: .25 normalMapFilter: 0 isReadable: 0 grayScaleToAlpha: 0 generateCubemap: 0 seamlessCubemap: 0 textureFormat: 4 maxTextureSize: 1024 textureSettings: filterMode: -1 aniso: -1 mipBias: -1 wrapMode: -1 nPOTScale: 1 lightmap: 0 compressionQuality: 50 spriteMode: 0 spriteExtrude: 1 spriteMeshType: 1 alignment: 0 spritePivot: {x: .5, y: .5} spriteBorder: {x: 0, y: 0, z: 0, w: 0} spritePixelsToUnits: 100 alphaIsTransparency: 0 textureType: -1 buildTargetSettings: [] spriteSheet: sprites: [] spritePackingTag: userData:
fileFormatVersion: 2
guid: e658bdd655d56c64eb2bf011d186cded
TextureImporter:
serializedVersion: 2
mipmaps:
mipMapMode: 0
enableMipMap: 1
linearTexture: 0
correctGamma: 0
fadeOut: 0
borderMipMap: 0
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: .25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 0
seamlessCubemap: 0
textureFormat: 4
maxTextureSize: 1024
textureSettings:
filterMode: -1
aniso: -1
mipBias: -1
wrapMode: -1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: .5, y: .5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
alphaIsTransparency: 0
textureType: -1
buildTargetSettings: []
spriteSheet:
sprites: []
spritePackingTag:
userData:


2.2 Unity3D设置纹理格式

1) 选中纹理,纹理的Inspector窗口如下图所示:



上图显示的为Default设置,若Android平台没有单独设置, 则此纹理在Anroid平台采用默认设置,若Android平台单独设置了,则采用Android平台设置的格式。Unity3D只能设置三种纹理格式:Compressed、16bits、Truecolor,若要设置其它纹理格式,则Unity3D无能为力。

2.3 在Unity3D中自定义设置纹理格式

把ChangeTextureImportSettings.cs放于Assets/Editor目录下,ChangeTextureImportSettings.cs内容如下:

[javascript]
view plaincopyprint?





using UnityEngine;

using UnityEditor;

// /////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Batch Texture import settings modifier.
//
// Modifies all selected textures in the project window and applies the requested modification on the

// textures. Idea was to have the same choices for multiple files as you would have if you open the

// import settings of a single texture. Put this into Assets/Editor and once compiled by Unity you find

// the new functionality in Custom -> Texture. Enjoy! :-)

//

// Based on the great work of benblo in this thread:
// http://forum.unity3d.com/viewtopic.php?t=16079&start=0&postdays=0&postorder=asc&highlight=textureimporter //
// Developed by Martin Schultz, Decane in August 2009
// e-mail: ms@decane.net
//
// Updated for Unity 3.0 by col000r in August 2010
// http://col000r.blogspot.com //
// /////////////////////////////////////////////////////////////////////////////////////////////////////////

public class ChangeTextureImportSettingsUnity3 : ScriptableObject {

[MenuItem ("Custom/Texture/Change Texture Format/Auto Compressed")]

static void ChangeTextureFormat_AutoCompressed() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.AutomaticCompressed);

}

[MenuItem ("Custom/Texture/Change Texture Format/Auto 16bit")]

static void ChangeTextureFormat_Auto16Bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.Automatic16bit);

}

[MenuItem ("Custom/Texture/Change Texture Format/Auto Truecolor")]

static void ChangeTextureFormat_AutoTruecolor() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.AutomaticTruecolor);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB Compressed DXT1")]

static void ChangeTextureFormat_RGB_DXT1() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.DXT1);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB Compressed DXT5")]

static void ChangeTextureFormat_RGB_DXT5() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.DXT5);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB 16 bit")]

static void ChangeTextureFormat_RGB_16bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.RGB16);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB 24 bit")]

static void ChangeTextureFormat_RGB_24bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.RGB24);

}

[MenuItem ("Custom/Texture/Change Texture Format/Alpha 8 bit")]

static void ChangeTextureFormat_Alpha_8bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.Alpha8);

}

[MenuItem ("Custom/Texture/Change Texture Format/ARGB 16 bit")]

static void ChangeTextureFormat_RGBA_16bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.ARGB16);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGBA 32 bit")]

static void ChangeTextureFormat_RGBA_32bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.RGBA32);

}

[MenuItem ("Custom/Texture/Change Texture Format/ARGB 32 bit")]

static void ChangeTextureFormat_ARGB_32bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.ARGB32);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB PVRTC 2bit")]

static void ChangeTextureFormat_RGB_PVRTC_2bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGB2);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGBA PVRTC 2bit")]

static void ChangeTextureFormat_RGBA_PVRTC_2bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGBA2);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB PVRTC 4bit")]

static void ChangeTextureFormat_RGB_PVRTC_4bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGB4);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGBA PVRTC 4bit")]

static void ChangeTextureFormat_RGBA_PVRTC_4bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGBA4);

}

// ----------------------------------------------------------------------------

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/32")]

static void ChangeTextureSize_32() {

SelectedChangeMaxTextureSize(32);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/64")]

static void ChangeTextureSize_64() {

SelectedChangeMaxTextureSize(64);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/128")]

static void ChangeTextureSize_128() {

SelectedChangeMaxTextureSize(128);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/256")]

static void ChangeTextureSize_256() {

SelectedChangeMaxTextureSize(256);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/512")]

static void ChangeTextureSize_512() {

SelectedChangeMaxTextureSize(512);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/1024")]

static void ChangeTextureSize_1024() {

SelectedChangeMaxTextureSize(1024);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/2048")]

static void ChangeTextureSize_2048() {

SelectedChangeMaxTextureSize(2048);

}

// ----------------------------------------------------------------------------

[MenuItem ("Custom/Texture/Change MipMap/Enable MipMap")]

static void ChangeMipMap_On() {

SelectedChangeMimMap(true);

}

[MenuItem ("Custom/Texture/Change MipMap/Disable MipMap")]

static void ChangeMipMap_Off() {

SelectedChangeMimMap(false);

}

// ----------------------------------------------------------------------------

[MenuItem ("Custom/Texture/Change Non Power of 2/None")]

static void ChangeNPOT_None() {

SelectedChangeNonPowerOf2(TextureImporterNPOTScale.None);

}

[MenuItem ("Custom/Texture/Change Non Power of 2/ToNearest")]

static void ChangeNPOT_ToNearest() {

SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToNearest);

}

[MenuItem ("Custom/Texture/Change Non Power of 2/ToLarger")]

static void ChangeNPOT_ToLarger() {

SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToLarger);

}

[MenuItem ("Custom/Texture/Change Non Power of 2/ToSmaller")]

static void ChangeNPOT_ToSmaller() {

SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToSmaller);

}

// ----------------------------------------------------------------------------

[MenuItem ("Custom/Texture/Change Is Readable/Enable")]

static void ChangeIsReadable_Yes() {

SelectedChangeIsReadable(true);

}

[MenuItem ("Custom/Texture/Change Is Readable/Disable")]

static void ChangeIsReadable_No() {

SelectedChangeIsReadable(false);

} //Unity3D教程手册:www.unitymanual.com

// ----------------------------------------------------------------------------

static void SelectedChangeIsReadable(bool enabled) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures) {

string path = AssetDatabase.GetAssetPath(texture);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.isReadable = enabled;

AssetDatabase.ImportAsset(path);

}

}

static void SelectedChangeNonPowerOf2(TextureImporterNPOTScale npot) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures) {

string path = AssetDatabase.GetAssetPath(texture);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.npotScale = npot;

AssetDatabase.ImportAsset(path);

}

}

static void SelectedChangeMimMap(bool enabled) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures) {

string path = AssetDatabase.GetAssetPath(texture);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.mipmapEnabled = enabled;

AssetDatabase.ImportAsset(path);

}

}

//Unity3D教程手册:www.unitymanual.com

static void SelectedChangeMaxTextureSize(int size) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures) {

string path = AssetDatabase.GetAssetPath(texture);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.maxTextureSize = size;

AssetDatabase.ImportAsset(path);

}

}

static void SelectedChangeTextureFormatSettings(TextureImporterFormat newFormat) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures) {

string path = AssetDatabase.GetAssetPath(texture);

//Debug.Log("path: " + path);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.textureFormat = newFormat;

AssetDatabase.ImportAsset(path);

}

}

static Object[] GetSelectedTextures()

{

return Selection.GetFiltered(typeof(Texture2D), SelectionMode.DeepAssets);

}

}

using UnityEngine;

using UnityEditor;

// /////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Batch Texture import settings modifier.
//
// Modifies all selected textures in the project window and applies the requested modification on the

// textures. Idea was to have the same choices for multiple files as you would have if you open the

// import settings of a single texture. Put this into Assets/Editor and once compiled by Unity you find

// the new functionality in Custom -> Texture. Enjoy! :-)

//

// Based on the great work of benblo in this thread:
// http://forum.unity3d.com/viewtopic.php?t=16079&start=0&postdays=0&postorder=asc&highlight=textureimporter //
// Developed by Martin Schultz, Decane in August 2009
// e-mail: ms@decane.net
//
// Updated for Unity 3.0 by col000r in August 2010
// http://col000r.blogspot.com //
// /////////////////////////////////////////////////////////////////////////////////////////////////////////

public class ChangeTextureImportSettingsUnity3 : ScriptableObject {

[MenuItem ("Custom/Texture/Change Texture Format/Auto Compressed")]

static void ChangeTextureFormat_AutoCompressed() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.AutomaticCompressed);

}

[MenuItem ("Custom/Texture/Change Texture Format/Auto 16bit")]

static void ChangeTextureFormat_Auto16Bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.Automatic16bit);

}

[MenuItem ("Custom/Texture/Change Texture Format/Auto Truecolor")]

static void ChangeTextureFormat_AutoTruecolor() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.AutomaticTruecolor);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB Compressed DXT1")]

static void ChangeTextureFormat_RGB_DXT1() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.DXT1);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB Compressed DXT5")]

static void ChangeTextureFormat_RGB_DXT5() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.DXT5);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB 16 bit")]

static void ChangeTextureFormat_RGB_16bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.RGB16);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB 24 bit")]

static void ChangeTextureFormat_RGB_24bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.RGB24);

}

[MenuItem ("Custom/Texture/Change Texture Format/Alpha 8 bit")]

static void ChangeTextureFormat_Alpha_8bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.Alpha8);

}

[MenuItem ("Custom/Texture/Change Texture Format/ARGB 16 bit")]

static void ChangeTextureFormat_RGBA_16bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.ARGB16);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGBA 32 bit")]

static void ChangeTextureFormat_RGBA_32bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.RGBA32);

}

[MenuItem ("Custom/Texture/Change Texture Format/ARGB 32 bit")]

static void ChangeTextureFormat_ARGB_32bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.ARGB32);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB PVRTC 2bit")]

static void ChangeTextureFormat_RGB_PVRTC_2bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGB2);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGBA PVRTC 2bit")]

static void ChangeTextureFormat_RGBA_PVRTC_2bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGBA2);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB PVRTC 4bit")]

static void ChangeTextureFormat_RGB_PVRTC_4bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGB4);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGBA PVRTC 4bit")]

static void ChangeTextureFormat_RGBA_PVRTC_4bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGBA4);

}

// ----------------------------------------------------------------------------

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/32")]

static void ChangeTextureSize_32() {

SelectedChangeMaxTextureSize(32);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/64")]

static void ChangeTextureSize_64() {

SelectedChangeMaxTextureSize(64);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/128")]

static void ChangeTextureSize_128() {

SelectedChangeMaxTextureSize(128);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/256")]

static void ChangeTextureSize_256() {

SelectedChangeMaxTextureSize(256);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/512")]

static void ChangeTextureSize_512() {

SelectedChangeMaxTextureSize(512);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/1024")]

static void ChangeTextureSize_1024() {

SelectedChangeMaxTextureSize(1024);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/2048")]

static void ChangeTextureSize_2048() {

SelectedChangeMaxTextureSize(2048);

}

// ----------------------------------------------------------------------------

[MenuItem ("Custom/Texture/Change MipMap/Enable MipMap")]

static void ChangeMipMap_On() {

SelectedChangeMimMap(true);

}

[MenuItem ("Custom/Texture/Change MipMap/Disable MipMap")]

static void ChangeMipMap_Off() {

SelectedChangeMimMap(false);

}

// ----------------------------------------------------------------------------

[MenuItem ("Custom/Texture/Change Non Power of 2/None")]

static void ChangeNPOT_None() {

SelectedChangeNonPowerOf2(TextureImporterNPOTScale.None);

}

[MenuItem ("Custom/Texture/Change Non Power of 2/ToNearest")]

static void ChangeNPOT_ToNearest() {

SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToNearest);

}

[MenuItem ("Custom/Texture/Change Non Power of 2/ToLarger")]

static void ChangeNPOT_ToLarger() {

SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToLarger);

}

[MenuItem ("Custom/Texture/Change Non Power of 2/ToSmaller")]

static void ChangeNPOT_ToSmaller() {

SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToSmaller);

}

// ----------------------------------------------------------------------------

[MenuItem ("Custom/Texture/Change Is Readable/Enable")]

static void ChangeIsReadable_Yes() {

SelectedChangeIsReadable(true);

}

[MenuItem ("Custom/Texture/Change Is Readable/Disable")]

static void ChangeIsReadable_No() {

SelectedChangeIsReadable(false);

}    //Unity3D教程手册:www.unitymanual.com

// ----------------------------------------------------------------------------

static void SelectedChangeIsReadable(bool enabled) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures)  {

string path = AssetDatabase.GetAssetPath(texture);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.isReadable = enabled;

AssetDatabase.ImportAsset(path);

}

}

static void SelectedChangeNonPowerOf2(TextureImporterNPOTScale npot) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures)  {

string path = AssetDatabase.GetAssetPath(texture);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.npotScale = npot;

AssetDatabase.ImportAsset(path);

}

}

static void SelectedChangeMimMap(bool enabled) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures)  {

string path = AssetDatabase.GetAssetPath(texture);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.mipmapEnabled = enabled;

AssetDatabase.ImportAsset(path);

}

}

//Unity3D教程手册:www.unitymanual.com

static void SelectedChangeMaxTextureSize(int size) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures)  {

string path = AssetDatabase.GetAssetPath(texture);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.maxTextureSize = size;

AssetDatabase.ImportAsset(path);

}

}

static void SelectedChangeTextureFormatSettings(TextureImporterFormat newFormat) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures)  {

string path = AssetDatabase.GetAssetPath(texture);

//Debug.Log("path: " + path);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.textureFormat = newFormat;

AssetDatabase.ImportAsset(path);

}

}

static Object[] GetSelectedTextures()

{

return Selection.GetFiltered(typeof(Texture2D), SelectionMode.DeepAssets);

}

}


以上代码参考:Unity3d:批量修改贴图导入设置工具脚本

然后,Unity3D界面如下:



在Project窗口中选中需要设置的纹理(可多选),然后点菜单命令执行对应的转换即可。


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