Unity3D教程:如何使用NGUI分离RGBA通道

发表于2017-02-13
评论0 1.8k浏览
  如何使用NGUI分离RGBA通道?这就需要借助一些工具脚本来实现,可能有些开发者没有这方面的经验,为了帮助大家,下面就给大家介绍下使用NGUI分离RGBA通道的方法,一起来看看吧。
  
  一、拆分图片通道
  
  下面是代码实现:
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public class DuanTools_ETC1SeperateRGBA 
    static string getPath_NGUIAtlas() 
    
        return Application.dataPath + "/Atlas-3"
    
   
    [MenuItem("DuanTools/ETC1分离RGBA/分离NGUI图片通道")] 
    static void SeperateNGUI_TexturesRGBandAlphaChannel() 
    
        Debug.Log("分离Alpha通道 Start.");   
        string[] paths = Directory.GetFiles(getPath_NGUIAtlas(), "*.*", SearchOption.AllDirectories); 
        foreach (string path in paths) 
        
            if (!string.IsNullOrEmpty(path) && !IsIgnorePath(path) && IsTextureFile(path) && !IsTextureConverted(path))   //full name 
            
                //Debug.Log("path:" + path); 
                SeperateRGBAandlphaChannel(path); 
            
        
        AssetDatabase.Refresh(); 
        ReImportAsset(); 
        Debug.Log("分离Alpha通道 Finish.");   
    
   
    [MenuItem("DuanTools/ETC1分离RGBA/改变NGUI材质")] 
    static void ChangeNGUI_MaterialtoETC1() 
    
        //CalculateTexturesAlphaChannelDic(); 
        string[] matpaths = Directory.GetFiles(getPath_NGUIAtlas(), "*.mat", SearchOption.AllDirectories); 
        foreach (string matpath in matpaths) 
        
            string propermatpath = GetRelativeAssetPath(matpath); 
            Material mat = (Material)AssetDatabase.LoadAssetAtPath(propermatpath, typeof(Material)); 
            if (mat != null
            
                ChangMaterial(mat, getPath_NGUIAtlas()); 
                   
                /*string[] alphatexpaths = GetMaterialTexturesHavingAlphaChannel(mat);
                if (alphatexpaths.Length == 0)
                {
                    continue;
                }
                Debug.Log("Material having texture(s) with Alpha channel : " + propermatpath);
                foreach (string alphatexpath in alphatexpaths)
                {
                    Debug.Log(alphatexpath + " in " + propermatpath);
                }*/ 
            
            else 
            
                Debug.LogError("Load material failed : " + matpath); 
            
        
        Debug.Log("材质改变完成 Finish!");   
    
      
  
    #region 分离 RGB & A 
    ///  
    /// 分离图片通道 
    ///  
    ///  
    static void SeperateRGBAandlphaChannel(string _texPath) 
    
        //获得相对路径 
        string assetRelativePath = GetRelativeAssetPath(_texPath); 
        SetTextureReadable(assetRelativePath); 
        Texture2D sourcetex = AssetDatabase.LoadAssetAtPath(assetRelativePath, typeof(Texture2D)) as Texture2D;  //not just the textures under Resources file 
        if (!sourcetex) 
        
            Debug.Log("读取图片失败 : " + assetRelativePath); 
            return
        
   
        /*进化版本*/ 
        Color[] colors = sourcetex.GetPixels(); 
        Texture2D rgbTex2 = new Texture2D(sourcetex.width, sourcetex.height, TextureFormat.RGB24, false); 
        rgbTex2.SetPixels(colors); 
        rgbTex2.Apply(); 
        string strPath_RGB = GetRGBTexPath(_texPath); 
        File.WriteAllBytes(strPath_RGB, rgbTex2.EncodeToPNG()); 
        ReImport_Addlist(strPath_RGB, rgbTex2.width, rgbTex2.height); 
   
        Texture2D alphaTex2 = new Texture2D(sourcetex.width , sourcetex.height, TextureFormat.RGB24, false); 
        Color[] alphacolors = new Color[colors.Length]; 
        for (int i = 0; i < colors.Length; ++i) 
        
            alphacolors[i].r = colors[i].a; 
            alphacolors[i].g = colors[i].a; 
            alphacolors[i].b = colors[i].a; 
        
        alphaTex2.SetPixels(alphacolors); 
        alphaTex2.Apply(); 
        string strPath_Alpha = GetAlphaTexPath(_texPath); 
        File.WriteAllBytes(strPath_Alpha, alphaTex2.EncodeToPNG()); 
        ReImport_Addlist(strPath_Alpha, alphaTex2.width, alphaTex2.height);  
    
   
    ///  
    /// 设置图片为可读格式 
    ///  
    ///  
    static void SetTextureReadable(string _relativeAssetPath) 
    
        string postfix = GetFilePostfix(_relativeAssetPath); 
        if (postfix == ".dds")    // no need to set .dds file.  Using TextureImporter to .dds file would get casting type error. 
        
            return
        
   
        TextureImporter ti = (TextureImporter)TextureImporter.GetAtPath(_relativeAssetPath); 
        ti.isReadable = true
        AssetDatabase.ImportAsset(_relativeAssetPath); 
    
   
    static Dictionary<string, int[]=""> ReImportList = new Dictionary<string, int[]="">(); 
    static void ReImport_Addlist(string path, int width, int height) 
    
        ReImportList.Add(path, new int[] { width, height }); 
    
   
    ///  
    /// 设置图片格式 
    ///  
    static void ReImportAsset() 
    
        foreach (var item in ReImportList) 
        
            TextureImporter importer = null
            string assetpath = GetRelativeAssetPath(item.Key); 
            try 
            
                importer = (TextureImporter)TextureImporter.GetAtPath(assetpath); 
            
            catch 
            
                Debug.LogError("Load Texture failed: " + assetpath); 
                return
            
   
            if (importer == null
            
                Debug.Log("importer null:" + assetpath); 
                return
            
            importer.textureType = TextureImporterType.Advanced; 
            importer.isReadable = false//increase memory cost if readable is true   
   
            importer.mipmapEnabled = false
   
            importer.wrapMode = TextureWrapMode.Clamp; 
            importer.anisoLevel = 1; 
   
            importer.maxTextureSize = Mathf.Max(item.Value[0], item.Value[1]); 
            importer.textureFormat = TextureImporterFormat.ETC_RGB4; 
            importer.compressionQuality = 50; 
   
            //if (path.Contains("/UI/")) 
            //{ 
            //    importer.textureType = TextureImporterType.GUI; 
            //} 
            AssetDatabase.ImportAsset(item.Key); 
        
    
    #endregion 
  
    #region 材质 
    static void ChangMaterial(Material _mat,string _texPath) 
    
        Shader shader; 
        switch (_mat.shader.name) 
        
            case "Unlit/Transparent Colored"
                
                    shader = Shader.Find("Unlit/Transparent Colored ETC1"); 
                
                break
            default:  
                return
        
   
        string[] mainPath = Directory.GetFiles(_texPath, _mat.mainTexture.name + "_ETC_RGB.png", SearchOption.AllDirectories); 
        Texture mainTex = AssetDatabase.LoadAssetAtPath(GetRelativeAssetPath(mainPath[0]), typeof(Texture)) as Texture; 
        string[] alphaPath = Directory.GetFiles(_texPath, _mat.mainTexture.name + "_ETC_Alpha.png", SearchOption.AllDirectories); 
        Texture alphaTex = AssetDatabase.LoadAssetAtPath(GetRelativeAssetPath(alphaPath[0]), typeof(Texture)) as Texture; 
   
        _mat.shader = shader; 
        _mat.SetTexture("_MainTex", mainTex); 
        _mat.SetTexture("_MainTex_A", alphaTex); 
    
    #endregion  
  
    #region Path or 后缀 
    ///  
    /// 获得相对路径 
    ///  
    ///  
    ///  
    static string GetRelativeAssetPath(string _fullPath) 
    
        _fullPath = GetRightFormatPath(_fullPath); 
        int idx = _fullPath.IndexOf("Assets"); 
        string assetRelativePath = _fullPath.Substring(idx); 
        return assetRelativePath; 
    
   
    ///  
    /// 转换斜杠 
    ///  
    ///  
    ///  
    static string GetRightFormatPath(string _path) 
    
        return _path.Replace("\", "/"); 
    
   
    ///  
    /// 获取文件后缀 
    ///  
    ///  
    ///  
    static string GetFilePostfix(string _filepath)   //including '.' eg ".tga", ".dds" 
    
        string postfix = ""
        int idx = _filepath.LastIndexOf('.'); 
        if (idx > 0 && idx < _filepath.Length) 
            postfix = _filepath.Substring(idx, _filepath.Length - idx); 
        return postfix; 
    
   
    static bool IsIgnorePath(string _path) 
    
        return _path.Contains("\UI\"); 
    
   
    ///  
    /// 是否为图片 
    ///  
    ///  
    ///  
    static bool IsTextureFile(string _path) 
    
        string path = _path.ToLower(); 
        return path.EndsWith(".psd") || path.EndsWith(".tga") || path.EndsWith(".png") || path.EndsWith(".jpg") || path.EndsWith(".dds") || path.EndsWith(".bmp") || path.EndsWith(".tif") || path.EndsWith(".gif"); 
    
   
    ///  
    /// 是否为自动生成的ETC图片 
    ///  
    ///  
    ///  
    static bool IsTextureConverted(string _path) 
    
        return _path.Contains("_ETC_RGB.") || _path.Contains("_ETC_Alpha."); 
    }   
   
    static string GetRGBTexPath(string _texPath) 
    
        return GetTexPath(_texPath, "_ETC_RGB."); 
    
   
    static string GetAlphaTexPath(string _texPath) 
    
        return GetTexPath(_texPath, "_ETC_Alpha."); 
    
   
    static string GetTexPath(string _texPath, string _texRole) 
    
        string result = _texPath.Replace(".", _texRole); 
        string postfix = GetFilePostfix(_texPath); 
        return result.Replace(postfix, ".png"); 
    
    #endregion  
string,>string,>
  
  二、专用的shader
  
  其间夹杂了R通道为0时,自动置灰的shader功能。
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Shader "Unlit/Transparent Colored ETC1" 
    Properties 
    
        _MainTex ("Base (RGB)", 2D) = "black" {} 
        _MainTex_A ("Alpha (A)", 2D) = "white" {} 
    
       
    SubShader 
    
        LOD 200 
   
        Tags 
        
            "Queue" = "Transparent" 
            "IgnoreProjector" = "True" 
            "RenderType" = "Transparent" 
        
           
        Pass 
        
            Cull Off 
            Lighting Off 
            ZWrite Off 
            Fog { Mode Off } 
            Offset -1, -1 
            Blend SrcAlpha OneMinusSrcAlpha 
   
            CGPROGRAM 
            #pragma vertex vert 
            #pragma fragment frag            
            #include "UnityCG.cginc" 
   
            sampler2D _MainTex; 
            sampler2D _MainTex_A; 
            float4 _MainTex_ST; 
       
            struct appdata_t 
            
                float4 vertex : POSITION; 
                float2 texcoord : TEXCOORD0; 
                fixed4 color : COLOR; 
            }; 
       
            struct v2f 
            
                float4 vertex : SV_POSITION; 
                half2 texcoord : TEXCOORD0; 
                fixed4 color : COLOR; 
            }; 
       
            v2f o; 
   
            v2f vert (appdata_t v) 
            
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 
                o.texcoord = v.texcoord; 
                o.color = v.color; 
                return o; 
            
                   
            fixed4 frag (v2f IN) : COLOR 
            
                fixed4 col; 
   
                col.rgb = tex2D(_MainTex, IN.texcoord).rgb; 
                col.a = tex2D(_MainTex_A, IN.texcoord).b; 
   
                if (IN.color.r < 0.001 && IN.color.g > 0.001 && IN.color.b > 0.001)   
                {   
                    float grey = dot(col.rgb, float3(0.299, 0.587, 0.114));   
                    col.rgb = float3(grey, grey, grey);   
                }   
                else   
                    col = col * IN.color; 
   
                return col; 
            
            ENDCG 
        
    
   
    SubShader 
    
        LOD 100 
   
        Tags 
        
            "Queue" = "Transparent" 
            "IgnoreProjector" = "True" 
            "RenderType" = "Transparent" 
        
           
        Pass 
        
            Cull Off 
            Lighting Off 
            ZWrite Off 
            Fog { Mode Off } 
            Offset -1, -1 
            ColorMask RGB 
            Blend SrcAlpha OneMinusSrcAlpha 
            ColorMaterial AmbientAndDiffuse 
               
            SetTexture [_MainTex] 
            
                Combine Texture * Primary 
            
        
    
}
  
  另外分别复制Unlit - Transparent Colored 1、2、3,分别创建 Unlit - Transparent Colored  ETC1 1、2、3。并逐一添加A贴图,并读取A贴图的r通道。
  
  UIPanel的拓展
  
  将图集的shader改为ETC1shader后,运行发现,UIPanel选择clipping模式后shader还原了。
  
  解决方案:
  
  UIDrawCall脚本里,找到CreateMaterial()方法修改此处

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