Created
March 6, 2019 10:25
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Texture combiner tool that uses a shader to combine different textures to specific color channels.
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using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.Experimental.Rendering; | |
public class ShaderTextureCombiner : EditorWindow { | |
//Input textures | |
private Texture2D[] textures = new Texture2D[4]; | |
//Invert bool for each texture | |
private bool[] invert = new bool[4]; | |
//Output texture | |
private Texture2D generatedTexture; | |
//Dimensions of output texture | |
private Vector2Int textureDimensions; | |
//The value for the channels where a texture is not provided | |
private float defaultValue = 1.0f; | |
//Counter of generated textures used for naming | |
private int totalTextures; | |
private bool hasAlpha = false; | |
[MenuItem("Tools/ShaderTextureCombiner")] | |
private static void ShowWindow() { | |
var window = GetWindow<ShaderTextureCombiner>(); | |
window.titleContent = new GUIContent("Texture Combiner"); | |
window.Show(); | |
} | |
private void OnGUI() { | |
//Displaying the texture fields | |
textures[0] = (Texture2D) EditorGUILayout.ObjectField("Texture 1 (R)", textures[0], typeof(Texture2D), false); | |
invert[0] = GUILayout.Toggle(invert[0], "Invert", "Button"); | |
textures[1] = (Texture2D) EditorGUILayout.ObjectField("Texture 2 (G)", textures[1], typeof(Texture2D), false); | |
invert[1] = GUILayout.Toggle(invert[1], "Invert", "Button"); | |
textures[2] = (Texture2D) EditorGUILayout.ObjectField("Texture 3 (B)", textures[2], typeof(Texture2D), false); | |
invert[2] = GUILayout.Toggle(invert[2], "Invert", "Button"); | |
textures[3] = (Texture2D) EditorGUILayout.ObjectField("Texture 4 (A)", textures[3], typeof(Texture2D), false); | |
invert[3] = GUILayout.Toggle(invert[3], "Invert", "Button"); | |
//Displaying the texture information | |
textureDimensions = EditorGUILayout.Vector2IntField("Dimensions", textureDimensions); | |
defaultValue = EditorGUILayout.Slider("Default value", defaultValue, 0.0f, 1.0f); | |
GUILayout.BeginHorizontal(); | |
if (GUILayout.Button("Generate texture")) { | |
GenerateTexture(); | |
} | |
if (GUILayout.Button("Save texture")) { | |
SaveGeneratedTexture(); | |
} | |
GUILayout.EndHorizontal(); | |
//Showing preview of the generated texture and its alpha (if it has any) | |
if (generatedTexture != null) { | |
EditorGUILayout.LabelField("Generated texture preview"); | |
EditorGUI.DrawPreviewTexture(new Rect(50, 450, 100, 100), generatedTexture); | |
if (hasAlpha) { | |
EditorGUI.DrawTextureAlpha(new Rect(200, 450, 100, 100), generatedTexture); | |
} | |
} | |
} | |
private void GenerateTexture() { | |
generatedTexture = null; | |
if (AllTexturesAreEmpty()) { | |
Debug.LogWarning("No input textures given, not generating a texture!"); | |
return; | |
} | |
hasAlpha = (textures[3] != null); | |
RenderTexture rt = new RenderTexture(textureDimensions.x, textureDimensions.y, 0, GraphicsFormat.R8G8B8A8_SRGB); | |
RenderTexture.active = rt; | |
//Creating a material based on the custom shader | |
Material mat = new Material(Shader.Find("Hidden/TextureCombinerShader")); | |
SetMaterialProperties(mat); | |
//Rendering on the render texture using the custom material | |
Graphics.Blit(null, rt, mat); | |
generatedTexture = new Texture2D(textureDimensions.x, textureDimensions.y, hasAlpha ? TextureFormat.RGBA32 : TextureFormat.RGB24, false); | |
generatedTexture.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0); | |
generatedTexture.Apply(); | |
} | |
private void SetMaterialProperties(Material mat) { | |
mat.SetTexture("_TextureR", textures[0]); | |
mat.SetTexture("_TextureG", textures[1]); | |
mat.SetTexture("_TextureB", textures[2]); | |
mat.SetTexture("_TextureA", textures[3]); | |
mat.SetFloat("_DefaultValue", defaultValue); | |
mat.SetVector("_TexturesGiven", GetTexturesGiven()); | |
mat.SetVector("_InvertedTextures", GetInvertedTextures()); | |
} | |
private Vector4 GetInvertedTextures() { | |
Vector4 invertedTextures = new Vector4(); | |
invertedTextures.x = (invert[0]) ? 1 : 0; | |
invertedTextures.y = (invert[1]) ? 1 : 0; | |
invertedTextures.z = (invert[2]) ? 1 : 0; | |
invertedTextures.w = (invert[3]) ? 1 : 0; | |
return invertedTextures; | |
} | |
private Vector4 GetTexturesGiven() { | |
Vector4 texturesGiven = new Vector4(); | |
texturesGiven.x = (textures[0] == null) ? 0 : 1; | |
texturesGiven.y = (textures[1] == null) ? 0 : 1; | |
texturesGiven.z = (textures[2] == null) ? 0 : 1; | |
texturesGiven.w = (textures[3] == null) ? 0 : 1; | |
return texturesGiven; | |
} | |
private void SaveGeneratedTexture() { | |
GenerateTexture(); | |
//If a directory called "Textures/Generated Textures" doesn't exist, create it | |
if (!Directory.Exists(Application.dataPath + "Textures/Generated Textures")) { | |
Directory.CreateDirectory(Application.dataPath + "/Textures/Generated Textures/"); | |
totalTextures = 0; | |
} else { | |
totalTextures = Directory.GetFiles(Application.dataPath + "/Textures/Generated Textures/").Length; | |
} | |
byte[] bytes = generatedTexture.EncodeToPNG(); | |
while (File.Exists(Application.dataPath + "/Textures/Generated Textures/generated_texture_" + totalTextures.ToString() + ".png")) { | |
totalTextures++; | |
} | |
File.WriteAllBytes(Application.dataPath + "/Textures/Generated Textures/generated_texture_" + totalTextures.ToString() + ".png", bytes); | |
AssetDatabase.Refresh(); | |
EditorUtility.FocusProjectWindow(); | |
Selection.activeObject = AssetDatabase.LoadMainAssetAtPath("Assets/Textures/Generated Textures/generated_texture_" + totalTextures.ToString() + ".png"); | |
} | |
private bool AllTexturesAreEmpty() { | |
for (int i = 0; i < 4; i++) { | |
if (textures[i] != null) { | |
return false; | |
} | |
} | |
return true; | |
} | |
} |
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Shader "Hidden/TextureCombinerShader" | |
{ | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
// make fog work | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _TextureR; | |
sampler2D _TextureG; | |
sampler2D _TextureB; | |
sampler2D _TextureA; | |
half4 _TexturesGiven; | |
half4 _InvertedTextures; | |
float _DefaultValue; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
// sample the textures | |
fixed4 colR = tex2D(_TextureR, i.uv); | |
fixed4 colG = tex2D(_TextureG, i.uv); | |
fixed4 colB = tex2D(_TextureB, i.uv); | |
fixed4 colA = tex2D(_TextureA, i.uv); | |
fixed R = abs(_InvertedTextures.x - colR.r * colR.a); | |
fixed G = abs(_InvertedTextures.y - colG.r * colG.a); | |
fixed B = abs(_InvertedTextures.z - colB.r * colB.a); | |
fixed A = abs(_InvertedTextures.w - colA.r * colA.a); | |
fixed4 texCol = fixed4(R,G,B,A); | |
fixed4 col = lerp(texCol, _DefaultValue , (1 - _TexturesGiven)); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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