Version: 2019.3
LanguageEnglish
  • C#

AssetPostprocessor.OnPostprocessTexture(Texture2D)

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Add this function to a subclass to get a notification when a texture has completed importing just before.

The texture is optionally compressed and saved to disk.

At this point it is too late to choose compression format, it is still possible to compress the texture using texture.Compress but this is not advised and the compression format will not be displayed in the editor. Use OnPreprocessTexture if you wish to change compression format based on filename or other attributes of the texture.

Note that you should avoid modifying the TextureImporter settings in this manner as it would have no effect on the texture that is currently being imported but would apply the next time the texture is imported. This behavior is nondeterministic and therefore undesirable.

using UnityEditor;
using UnityEngine;
using System.Collections;

// Postprocesses all textures that are placed in a folder // "invert color" to have their colors inverted. public class InvertColor : AssetPostprocessor { void OnPostprocessTexture(Texture2D texture) { // Only post process textures if they are in a folder // "invert color" or a sub folder of it. string lowerCaseAssetPath = assetPath.ToLower(); if (lowerCaseAssetPath.IndexOf("/invert color/") == -1) return;

for (int m = 0; m < texture.mipmapCount; m++) { Color[] c = texture.GetPixels(m);

for (int i = 0; i < c.Length; i++) { c[i].r = 1 - c[i].r; c[i].g = 1 - c[i].g; c[i].b = 1 - c[i].b; } texture.SetPixels(c, m); } // Instead of setting pixels for each mip map levels, you can also // modify only the pixels in the highest mip level. And then simply use // texture.Apply(true); to generate lower mip levels. } }