背景:通过Material获取Texture的接口有:Material.mainTexture, Material.GetTexture(string propertyName); 但没有一个接口可以直接获取Material的所有textures.
解决方法一:
利用资源依赖,EditorUtility. CollectDependencies()。
static string [] GetMaterialTexturePaths( Material _mat ) { List<string > results = new List <string>(); Object[] roots = new Object[] { _mat }; Object[] dependObjs = EditorUtility. CollectDependencies(roots ); foreach (Object dependObj in dependObjs ) { if (dependObj .GetType() == typeof(Texture2D )) { string texpath = AssetDatabase.GetAssetPath (dependObj. GetInstanceID()); results.Add (texpath); } } return results .ToArray(); }
解决方法二:
利用序列化,得到Shader的Property,从而得到Shader里Texture相关的PropertyName。 Unity4.1版本以上,ShaderUtil已经提供相应接口。
static string[] GetCertainMaterialTexturePaths(Material _mat) { List<string > results = new List<string >(); Shader shader = _mat.shader; for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i) { if (ShaderUtil .GetPropertyType(shader, i) == ShaderUtil.ShaderPropertyType .TexEnv) { string propertyName = ShaderUtil .GetPropertyName(shader, i); Texture tex = _mat.GetTexture(propertyName); string texPath = AssetDatabase .GetAssetPath(tex.GetInstanceID()); results.Add(texPath); } } return results.ToArray(); }
对于ShaderUtil不提供对外接口的低版本,还有方法,参考http://answers.unity3d.com/questions/179255/a-way-to-iterateenumerate-shader-properties.html
using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using UnityEditor; using UnityEngine; using System.IO; using System.Collections; public static class ShaderUtilInterface { public static Dictionary<string, MethodInfo> methods = new Dictionary<string, MethodInfo>(); static ShaderUtilInterface() { var asm = AppDomain.CurrentDomain.GetAssemblies().FirstOrDefault(a=>a.GetTypes().Any(t=>t.Name == "ShaderUtil")); if(asm != null) { var tp = asm.GetTypes().FirstOrDefault(t=>t.Name == "ShaderUtil"); foreach(var method in tp.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static)) { methods[method.Name] = method; } } } public static List<Texture> GetTextures(this Material shader) { var list = new List<Texture>(); var count = shader.GetPropertyCount(); for(var i = 0; i < count; i++) { if(shader.GetPropertyType(i)==4) { list.Add((Texture)shader.GetProperty(i)); } } return list; } public static int GetPropertyCount(this Material shader) { return Call<int>("GetPropertyCount", shader.shader); } public static int GetPropertyType(this Material shader, int index) { return Call<int>("GetPropertyType", shader.shader, index); } public static string GetPropertyName(this Material shader, int index) { return Call<string>("GetPropertyName", shader.shader, index); } public static void SetProperty(this Material material, int index, object value) { var name = material.GetPropertyName(index); var type = material.GetPropertyType(index); switch(type) { case 0: material.SetColor(name, (Color)value); break; case 1: material.SetVector(name, (Vector4) value); break; case 2: material.SetFloat(name, (float)value); break; case 3: material.SetFloat(name, (float)value); break; case 4: material.SetTexture(name, (Texture) value); break; } } public static object GetProperty(this Material material, int index) { var name = material.GetPropertyName(index); var type = material.GetPropertyType(index); switch(type) { case 0: return material.GetColor(name); case 1: return material.GetVector(name); case 2: case 3: return material.GetFloat(name); case 4: return material.GetTexture(name); } return null; } public static T Call<T>(string name, params object[] parameters) { return (T)methods[name].Invoke(null, parameters); } }
时间: 2024-10-09 03:09:24