using UnityEngine; using UnityEditor; using System.IO; public class MarsTextureGenerator : EditorWindow { public Texture2D sourceTexture; public string outputFolder = "Assets/Textures/Mars"; [MenuItem("Tools/Mars Texture Generator")] public static void ShowWindow() { GetWindow("Mars Texture Generator"); } void OnGUI() { GUILayout.Label("Генератор текстур Марса", EditorStyles.boldLabel); sourceTexture = (Texture2D)EditorGUILayout.ObjectField("Текстура Марса", sourceTexture, typeof(Texture2D), false); outputFolder = EditorGUILayout.TextField("Папка збереження", outputFolder); EditorGUILayout.Space(10); if (GUILayout.Button("Згенерувати -- Тропосфера (висихання + день/ніч)", GUILayout.Height(35))) { if (sourceTexture == null) { EditorUtility.DisplayDialog("Помилка", "Перетягни текстуру!", "OK"); return; } GenerateAllTextures("Tropo", GenerateTropoTexture); } if (GUILayout.Button("Згенерувати -- Термосфера (сонячний вітер + втрата атмосфери)", GUILayout.Height(35))) { if (sourceTexture == null) { EditorUtility.DisplayDialog("Помилка", "Перетягни текстуру!", "OK"); return; } GenerateAllTextures("Thermo", GenerateThermoTexture); } } Texture2D GenerateTropoTexture(Texture2D source, float alive) { int width = source.width; int height = source.height; Texture2D result = new Texture2D(width, height, TextureFormat.RGB24, false); Color[] pixels = source.GetPixels(); Color[] output = new Color[pixels.Length]; Color dustyRed = new Color(0.8f, 0.4f, 0.2f); Color dryOrange = new Color(0.6f, 0.3f, 0.1f); Color darkBrown = new Color(0.35f, 0.18f, 0.08f); Color grayDead = new Color(0.25f, 0.22f, 0.20f); Color blackDead = new Color(0.15f, 0.13f, 0.12f); for (int p = 0; p < pixels.Length; p++) { int x = p % width; int y = p / width; Color col = pixels[p]; Color result_col = col; float isRed = Mathf.Clamp01((col.r - col.b * 0.5f - col.g * 0.3f) * 2f); float isBright = Mathf.Clamp01((col.r + col.g + col.b) / 3f); if (alive < 1.0f) { float t = Mathf.Clamp01((1.0f - alive) / 0.3f); result_col = Color.Lerp(result_col, dustyRed, isRed * t * 0.3f); } if (alive < 0.7f) { float t = Mathf.Clamp01((0.7f - alive) / 0.2f); result_col = Color.Lerp(result_col, dryOrange, isRed * t * 0.5f); result_col = Color.Lerp(result_col, darkBrown, isBright * t * 0.3f); } if (alive < 0.5f) { float t = Mathf.Clamp01((0.5f - alive) / 0.2f); result_col = Color.Lerp(result_col, darkBrown, t * 0.6f); } if (alive < 0.3f) { float t = Mathf.Clamp01((0.3f - alive) / 0.2f); result_col = Color.Lerp(result_col, grayDead, t * 0.7f); } if (alive < 0.1f) { float t = Mathf.Clamp01((0.1f - alive) / 0.1f); result_col = Color.Lerp(result_col, blackDead, t); } output[p] = result_col; } result.SetPixels(output); result.Apply(); return result; } Texture2D GenerateThermoTexture(Texture2D source, float alive) { int width = source.width; int height = source.height; Texture2D result = new Texture2D(width, height, TextureFormat.RGB24, false); Color[] pixels = source.GetPixels(); Color[] output = new Color[pixels.Length]; Color burnedDark = new Color(0.2f, 0.15f, 0.12f); Color coldGray = new Color(0.35f, 0.35f, 0.4f); Color spaceBlack = new Color(0.05f, 0.05f, 0.07f); Color solarGlow = new Color(1f, 0.6f, 0.2f); Color ionBlue = new Color(0.4f, 0.7f, 1f); for (int p = 0; p < pixels.Length; p++) { int x = p % width; int y = p / width; Color col = pixels[p]; Color result_col = col; float heightFactor = (float)y / height; float noise = Mathf.PerlinNoise(x * 0.02f, y * 0.02f); if (alive < 0.8f) { float t = Mathf.Clamp01((0.8f - alive) / 0.3f); result_col = Color.Lerp(result_col, ionBlue, heightFactor * t * 0.4f); } if (alive < 0.6f) { float t = Mathf.Clamp01((0.6f - alive) / 0.3f); float glowMask = heightFactor * noise; result_col = Color.Lerp(result_col, solarGlow, glowMask * t * 0.7f); } if (alive < 0.4f) { float t = Mathf.Clamp01((0.4f - alive) / 0.2f); result_col = Color.Lerp(result_col, burnedDark, t * 0.6f); } if (alive < 0.2f) { float t = Mathf.Clamp01((0.2f - alive) / 0.2f); result_col = Color.Lerp(result_col, coldGray, t * 0.7f); } if (alive < 0.05f) { float t = Mathf.Clamp01((0.05f - alive) / 0.05f); result_col = Color.Lerp(result_col, spaceBlack, t); } output[p] = result_col; } result.SetPixels(output); result.Apply(); return result; } void GenerateAllTextures(string prefix, System.Func generator) { if (!Directory.Exists(outputFolder)) Directory.CreateDirectory(outputFolder); MakeTextureReadable(sourceTexture); float[] levels = { 1.0f, 0.7f, 0.5f, 0.3f, 0.0f }; string[] names = { "100", "70", "50", "30", "0" }; for (int i = 0; i < levels.Length; i++) { EditorUtility.DisplayProgressBar("Генерація", prefix + "_" + names[i], (float)i / levels.Length); Texture2D result = generator(sourceTexture, levels[i]); SaveTexture(result, outputFolder + "/" + prefix + "_" + names[i] + ".png"); } EditorUtility.ClearProgressBar(); AssetDatabase.Refresh(); EditorUtility.DisplayDialog("Готово!", "Текстури збережено в " + outputFolder, "OK"); } void SaveTexture(Texture2D tex, string path) { byte[] bytes = tex.EncodeToPNG(); File.WriteAllBytes(path, bytes); } void MakeTextureReadable(Texture2D tex) { string path = AssetDatabase.GetAssetPath(tex); TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter; if (importer != null && !importer.isReadable) { importer.isReadable = true; importer.SaveAndReimport(); } } }