在工作时,曾为导入模型而烦恼,因为每次导入模型设置材质和贴图都要设置好久很费时间,直到想到了一键设置导入模型的材质的方法。
使用一键式设置材质和贴图的时候需要美术给的模型按一定的规则给资源
下面的代码采用unity官方给出来的默认材质Standard来展示
using UnityEngine;
using System.Collections.Generic;
using UnityEditor;
using System.IO;
public class MaterialsGUI :EditorWindow
{
protected static MaterialsGUI s_instance = null;
internal static MaterialsGUI instance
{
get
{
if (s_instance == null)
s_instance = GetWindow<MaterialsGUI >();
return s_instance;
}
}
[MenuItem("Assets/更新模型信息")]
static void ImportUpdatePbx()
{
instance.LoadInit();
Object[] objs = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
List<string> pngandtga = new List<string>();
for (int i = 0; i < objs.Length; i++)
{
Object obj = objs[i];
string url = AssetDatabase.GetAssetPath(obj);
if (string.IsNullOrEmpty(url))
continue;
string ext = Path.GetExtension(url);
if (ext == ".png")
{
pngandtga.Add(url);
continue;
}
if (ext != ".fbx" && ext != ".FBX")
continue;
instance.LoadMaterials(url);
}
for (int i = 0; i < pngandtga.Count; i++)
{
string url = pngandtga[i];
instance.LoadTexture(url);
}
instance.SettingMaterials();
AssetDatabase.Refresh();
}
private List<Material> mListMaterial = new List<Material>();
private List<string> mListMaterialName = new List<string>();
private Dictionary<string, MaterialsDate> mDicTexture = new Dictionary<string, MaterialsDate>();
///
/// 颜色贴图 -贴图的命名规则(材质_目标贴图后缀)
///
private string[] AlbedoTexture = new string[] {
"_AlbedoTransparency", "_Albedo" };
///
/// 高光贴图
///
private string[] MetallicTexture = new string[] {
"_MetallicSmoothness", "_Metallic" };
///
/// 法线贴图
///
private string[] NormalTexture = new string[] {
"_Normal" };
///
/// Ao贴图
///
private string[] OcclusionTexture = new string[] {
"_Ao", "_AO", "_Occlusion" };
///
/// 初始化
///
private void LoadInit()
{
mListMaterial.Clear();
mListMaterialName.Clear();
mDicTexture.Clear();
}
///
/// 加载所有PBX文件的Material(材质球)
///
///
private void LoadMaterials(string url)
{
ModelImporter modelImporter = ModelImporter.GetAtPath(url) as ModelImporter;
modelImporter.importMaterials = true;
modelImporter.materialLocation = ModelImporterMaterialLocation.External;
modelImporter.materialName = ModelImporterMaterialName.BasedOnMaterialName;
modelImporter.materialSearch = ModelImporterMaterialSearch.Everywhere;
AssetDatabase.ImportAsset(url);
Object obj = AssetDatabase.LoadAssetAtPath<Object>(url);
GameObject go = obj as GameObject;
Renderer[] skins = go.GetComponentsInChildren<MeshRenderer>(true);
if (skins.Length == 0)
return;
for (int i = 0; i < skins.Length; i++)
{
Renderer renderer = skins[i];
if (renderer.sharedMaterials != null && renderer.sharedMaterials.Length > 0)
{
for (int j = 0; j < renderer.sharedMaterials.Length; j++)
{
Material mat = renderer.sharedMaterials[j];
if (mat != null)
{
mListMaterial.Add(mat);
mat.shader = Shader.Find("Standard");
if (!mListMaterialName.Contains(mat.name))
{
mListMaterialName.Add(mat.name);
}
}
}
}
}
}
///
/// 加载文件中的所有Texture(贴图)
///
///
private void LoadTexture(string url)
{
Texture2D TempTexture = AssetDatabase.LoadAssetAtPath<Texture2D>(url);
string TempTextureName = TempTexture.name;
TextureImporter texture = AssetImporter.GetAtPath(url) as TextureImporter;
for (int i = 0; i < AlbedoTexture.Length; i++)
{
if (DateTexture(AlbedoTexture[i], TextureType.Albedo, TempTexture))
return;
}
for (int i = 0; i < MetallicTexture.Length; i++)
{
if (DateTexture(MetallicTexture[i], TextureType.Metallic, TempTexture))
return;
}
for (int i = 0; i < OcclusionTexture.Length; i++)
{
if (DateTexture(OcclusionTexture[i], TextureType.Occlusion, TempTexture))
return;
}
for (int i = 0; i < NormalTexture.Length; i++)
{
if (DateTexture(NormalTexture[i], TextureType.Normal, TempTexture))
{
TextureImporter tempTexture = AssetImporter.GetAtPath(url) as TextureImporter;
tempTexture.textureType = TextureImporterType.NormalMap;
return;
}
}
}
private bool DateTexture(string varTextureName, TextureType varTextureType, Texture Texture)
{
string TempTextureName = Texture.name;
string key = GetMaterialsBuyTexture(TempTextureName, varTextureName);
if (mListMaterialName.Contains(key))
{
MaterialsDate Date = new MaterialsDate();
if (mDicTexture.ContainsKey(key))
{
Date = mDicTexture[key];
}
switch (varTextureType)
{
case TextureType.Albedo:
Date.Albedo = Texture;
break;
case TextureType.Metallic:
Date.Metallic = Texture;
break;
case TextureType.Normal:
Date.Normal = Texture;
break;
case TextureType.Occlusion:
Date.Occlusion = Texture;
break;
default:
break;
}
if (mDicTexture.ContainsKey(key))
{
mDicTexture[key] = Date;
}
else
{
mDicTexture.Add(key, Date);
}
return true;
}
else
{
return false;
}
}
///
/// 移除指定后缀获取对应材质的名称
///
private string GetMaterialsBuyTexture(string TextureName,string varTextureName)
{
string key = TextureName;
if (TextureName.Contains(varTextureName))
{
int index = TextureName.LastIndexOf(varTextureName);
key = TextureName.Substring(0, index);
}
return key;
}
///
/// 给材质贴上指定的贴图
///
private void SettingMaterials()
{
for (int i = 0; i < mListMaterial.Count; i++)
{
string MaterialName = mListMaterial[i].name;
Material mat = mListMaterial[i];
if (mDicTexture.ContainsKey(MaterialName))
{
var date = mDicTexture[MaterialName];
if (date.Albedo != null)
mat.SetTexture("_MainTex", date.Albedo);
if (date.Metallic != null)
mat.SetTexture("_MetallicGlossMap", date.Metallic);
if (date.Normal != null)
mat.SetTexture("_BumpMap", date.Normal);
if (date.Occlusion != null)
mat.SetTexture("_OcclusionMap", date.Occlusion);
}
else
{
Debug.LogError("Materials :"+MaterialName+"Texture Not Existent");
}
}
}
public struct MaterialsDate
{
public Texture Albedo;
public Texture Metallic;
public Texture Normal;
public Texture Occlusion;
}
public enum TextureType
{
Albedo,
Metallic,
Normal,
Occlusion,
}
}