将此函数添加到一个子类中,以在立方体贴图纹理完成导入之前获取通知。
如果修改了立方体贴图纹理,则它需要处于可读状态,如下例所示。在 Editor 的 Importer 设置中将 isReadable 标志设置为 True(勾选 Read/Write Enabled)。 如果立方体贴图纹理在运行时不必处于可读状态,请使用 texture.Apply(true, true) 来更新 Mipmap,并在运行时将立方体贴图纹理标记为不可读。
using UnityEditor; using UnityEngine; using System.Collections;
// Postprocesses all cubemaps that are placed in a folder // Here we just halve the texels values public class ProcessCubemap : AssetPostprocessor { void OnPostprocessCubemap(Cubemap texture) { string lowerCaseAssetPath = assetPath.ToLower(); if (lowerCaseAssetPath.IndexOf("/postprocessedcubemaps/") == -1) return;
for (int m = 0; m < texture.mipmapCount; m++) { for (int face = 0; face < 6; face++) { CubemapFace f = (CubemapFace)face; Color[] c = texture.GetPixels(f, m);
for (int i = 0; i < c.Length; i++) { c[i].r = c[i].r * 0.5f; c[i].g = c[i].g * 0.5f; c[i].b = c[i].b * 0.5f; }
texture.SetPixels(c, f, 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. } } }