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#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System.IO;
public class GenerateMetallicGlossMap : EditorWindow
{
private Texture2D metallicMap;
private Texture2D smoothnessMap;
private bool invertSmoothness = false;
[MenuItem("Tools/yum_food/GenerateMetallicGlossMap")]
public static void ShowWindow()
{
GetWindow<GenerateMetallicGlossMap>("Metallic Gloss Map Generator");
}
private void OnGUI()
{
GUILayout.Label("Metallic Gloss Map Generator", EditorStyles.boldLabel);
metallicMap = (Texture2D)EditorGUILayout.ObjectField(
"Metallic Map (R)", metallicMap, typeof(Texture2D), false);
smoothnessMap = (Texture2D)EditorGUILayout.ObjectField(
"Smoothness Map (R)", smoothnessMap, typeof(Texture2D), false);
invertSmoothness = EditorGUILayout.Toggle("Invert Smoothness", invertSmoothness);
if (GUILayout.Button("Generate Metallic Gloss Map") && smoothnessMap != null)
{
GenerateMap();
}
}
private void GenerateMap()
{
// Get path and determine output location
string directory = metallicMap != null
? Path.GetDirectoryName(AssetDatabase.GetAssetPath(metallicMap))
: Path.GetDirectoryName(AssetDatabase.GetAssetPath(smoothnessMap));
string filename = metallicMap != null ? metallicMap.name : "black";
string newPath = Path.Combine(directory, "metallic_gloss.png");
// Create new texture
int width = metallicMap != null ? metallicMap.width : smoothnessMap.width;
int height = metallicMap != null ? metallicMap.height : smoothnessMap.height;
Texture2D combinedTexture = new Texture2D(width, height, TextureFormat.RGBA32, false);
// Make the smoothness texture readable
TextureImporter smoothnessImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(smoothnessMap)) as TextureImporter;
bool smoothnessReadable = smoothnessImporter.isReadable;
smoothnessImporter.isReadable = true;
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(smoothnessMap));
// Handle metallic texture if it exists
TextureImporter metallicImporter = null;
bool metallicReadable = false;
if (metallicMap != null)
{
metallicImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(metallicMap)) as TextureImporter;
metallicReadable = metallicImporter.isReadable;
metallicImporter.isReadable = true;
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(metallicMap));
}
// Get pixels
Color[] smoothnessPixels = smoothnessMap.GetPixels();
Color[] metallicPixels = metallicMap != null ? metallicMap.GetPixels() : new Color[smoothnessPixels.Length];
Color[] newPixels = new Color[smoothnessPixels.Length];
// Combine channels (R from metallic or black, A from smoothness)
for (int i = 0; i < smoothnessPixels.Length; i++)
{
float metallic = metallicMap != null ? metallicPixels[i].r : 0f; // Use 0 (black) if no metallic map
float smoothness = invertSmoothness ? 1 - smoothnessPixels[i].r : smoothnessPixels[i].r;
newPixels[i] = new Color(metallic, 0, 0, smoothness);
}
// Apply pixels and save
combinedTexture.SetPixels(newPixels);
combinedTexture.Apply();
// Encode and save
byte[] bytes = combinedTexture.EncodeToPNG();
File.WriteAllBytes(newPath, bytes);
// Restore original import settings
if (metallicMap != null)
{
metallicImporter.isReadable = metallicReadable;
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(metallicMap));
}
smoothnessImporter.isReadable = smoothnessReadable;
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(smoothnessMap));
AssetDatabase.ImportAsset(newPath);
Debug.Log("Generated metallic gloss map at: " + newPath);
}
}
#endif // UNITY_EDITOR
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