代码如下:
批量设置:
1 using System.Collections.Generic; 2 using System.IO; 3 using UnityEditor; 4 using UnityEngine; 5 6 public class TextureCompressTool : ScriptableObject 7 { 8 [MenuItem("FashionBeat/Compress texture")] 9 static void CompressSelectTexture() 10 { 11 List<string> list = new List<string>(); 12 13 foreach (var so in Selection.objects) 14 { 15 bool isFolder = so is DefaultAsset; 16 string selectObjPath = AssetDatabase.GetAssetPath(so); 17 if (isFolder) 18 { 19 string[] files = Directory.GetFiles(selectObjPath, "*.*", SearchOption.AllDirectories); 20 for (int i = 0; i < files.Length; i++) 21 { 22 string filepath = files[i]; 23 if (FBEditorHelper.IsImage(filepath)) 24 { 25 string assetpath = FBEditorHelper.GetAssetPath(filepath); 26 if (!list.Contains(assetpath)) 27 list.Add(assetpath); 28 } 29 } 30 } 31 else 32 { 33 if (!list.Contains(selectObjPath)) 34 list.Add(selectObjPath); 35 } 36 } 37 38 for (int i = 0; i < list.Count; i++) 39 { 40 string assetpath = list[i]; 41 CompressTexture(assetpath); 42 EditorUtility.DisplayProgressBar("批量处理图片", assetpath, (float)i / list.Count); 43 } 44 45 EditorUtility.ClearProgressBar(); 46 AssetDatabase.Refresh(); 47 Debug.Log("All done, count: " + list.Count); 48 } 49 50 static void CompressTexture(string assetpath) 51 { 52 // 根据路径获得文件目录,设置图集的packagingTag 53 TextureImporter textureImporter = AssetImporter.GetAtPath(assetpath) as TextureImporter; 54 CompressTexture(textureImporter); 55 } 56 57 public static void CompressTexture(TextureImporter textureImporter) 58 { 59 // 根据路径获得文件目录,设置图集的packagingTag 60 if (!textureImporter) 61 { 62 Debug.LogWarning("textureImporter == null"); 63 return; 64 } 65 if (textureImporter.textureType != TextureImporterType.Default) 66 { 67 Debug.LogWarning("This texture is not Default Type: " + textureImporter.assetPath, textureImporter); 68 return; 69 } 70 bool haveAlpha = textureImporter.DoesSourceTextureHaveAlpha(); 71 72 textureImporter.alphaIsTransparency = haveAlpha; 73 textureImporter.mipmapEnabled = false; 74 textureImporter.isReadable = false; 75 textureImporter.textureType = TextureImporterType.Default; 76 //textureImporter.wrapMode = TextureWrapMode.Clamp; 77 textureImporter.npotScale = TextureImporterNPOTScale.ToNearest; 78 textureImporter.textureCompression = TextureImporterCompression.Compressed; 79 80 // Android 端单独设置 81 TextureImporterPlatformSettings settingAndroid = new TextureImporterPlatformSettings() 82 { 83 name = "Android", 84 overridden = true, 85 format = haveAlpha ? TextureImporterFormat.ETC2_RGBA8 : TextureImporterFormat.ETC_RGB4, 86 }; 87 textureImporter.SetPlatformTextureSettings(settingAndroid); 88 89 // IOS端单独设置 90 TextureImporterPlatformSettings settingIOS = new TextureImporterPlatformSettings() 91 { 92 name = "iOS", 93 overridden = true, 94 format = TextureImporterFormat.ASTC_6x6, 95 }; 96 textureImporter.SetPlatformTextureSettings(settingIOS); 97 98 textureImporter.SaveAndReimport(); 99 100 Debug.Log("Compress texture done: " + textureImporter.assetPath); 101 } 102 103 }
导入自动设置:
1 using UnityEditor; 2 using UnityEngine; 3 4 public class AssetImporterProcessor : AssetPostprocessor 5 { 6 void OnPostprocessTexture(Texture2D texture) 7 { 8 TextureCompressTool.CompressTexture(assetImporter as TextureImporter); 9 } 10 }