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using UnityEngine;
using UnityEditor;
public class StackTextures3D : EditorWindow
{
Texture2D[] _slices = new Texture2D[0];
SerializedObject _so;
SerializedProperty _slicesProp;
[SerializeField] bool reverseStackOrder = false;
[MenuItem("Tools/yum_food/Stack Textures to 3D")]
static void Open() => GetWindow<StackTextures3D>("Stack Textures to 3D");
void OnEnable()
{
_so = new SerializedObject(this);
}
// SerializedObject needs a backing field with SerializeField for array GUI.
// Unity EditorWindow supports this natively.
[SerializeField] Texture2D[] slices = new Texture2D[0];
void OnGUI()
{
_so.Update();
EditorGUILayout.LabelField("Stack Textures to 3D", EditorStyles.boldLabel);
EditorGUILayout.HelpBox(
"Provide an ordered array of 2D textures. Each texture becomes one depth slice. " +
"All textures must share the same dimensions and format.",
MessageType.Info);
var prop = _so.FindProperty("slices");
EditorGUILayout.PropertyField(prop, new GUIContent("Slices"), true);
EditorGUILayout.PropertyField(
_so.FindProperty("reverseStackOrder"),
new GUIContent("Reverse Stack Order"));
_so.ApplyModifiedProperties();
if (slices == null || slices.Length == 0)
return;
EditorGUILayout.Space();
// Show preview info.
int nullCount = 0;
foreach (var s in slices)
if (s == null) nullCount++;
if (nullCount > 0)
EditorGUILayout.HelpBox($"{nullCount} null slot(s) — fill all slots before generating.", MessageType.Warning);
if (nullCount == 0 && slices.Length > 0)
{
var first = slices[0];
EditorGUILayout.LabelField($"Resolution: {first.width} x {first.height} x {slices.Length}");
}
EditorGUI.BeginDisabledGroup(nullCount > 0);
if (GUILayout.Button("Generate"))
DoGenerate();
EditorGUI.EndDisabledGroup();
}
void DoGenerate()
{
if (slices.Length == 0)
return;
int width = slices[0].width;
int height = slices[0].height;
int depth = slices.Length;
TextureFormat fmt = slices[0].format;
for (int i = 1; i < depth; i++)
{
if (slices[i].width != width || slices[i].height != height)
{
EditorUtility.DisplayDialog("Error",
$"Slice {i} ({slices[i].name}) is {slices[i].width}x{slices[i].height}, " +
$"expected {width}x{height}.", "OK");
return;
}
if (slices[i].format != fmt)
{
EditorUtility.DisplayDialog("Error",
$"Slice {i} ({slices[i].name}) format is {slices[i].format}, " +
$"expected {fmt}.", "OK");
return;
}
}
bool mipMaps = false;
var tex = new Texture3D(width, height, depth, fmt, mipMaps);
for (int z = 0; z < depth; z++)
{
int sourceIndex = reverseStackOrder ? (depth - 1 - z) : z;
var pixels = slices[sourceIndex].GetPixels();
for (int y = 0; y < height; y++)
for (int x = 0; x < width; x++)
{
tex.SetPixel(x, y, z, pixels[y * width + x]);
}
}
tex.wrapMode = TextureWrapMode.Repeat;
tex.filterMode = FilterMode.Bilinear;
tex.Apply();
string dir = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(slices[0]));
string path = $"{dir}/Stacked3D_{width}x{height}x{depth}.asset";
path = AssetDatabase.GenerateUniqueAssetPath(path);
AssetDatabase.CreateAsset(tex, path);
AssetDatabase.SaveAssets();
EditorGUIUtility.PingObject(tex);
Debug.Log($"[StackTextures3D] Saved {width}x{height}x{depth} ({fmt}) to {path}");
}
}
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