using UnityEngine; using UnityEditor; using System.IO; public class MercuryTextureGenerator : EditorWindow { public Texture2D sourceTexture; public string outputFolder = "Assets/Textures/Mercury"; [MenuItem("Tools/Mercury Texture Generator")] public static void ShowWindow() { GetWindow("Mercury Texture Generator"); } void OnGUI() { GUILayout.Label("Генератор текстур Меркурія", EditorStyles.boldLabel); sourceTexture = (Texture2D)EditorGUILayout.ObjectField("Текстура Меркурія", sourceTexture, typeof(Texture2D), false); outputFolder = EditorGUILayout.TextField("Папка збереження", outputFolder); EditorGUILayout.Space(10); if (GUILayout.Button("Згенерувати -- Екзосфера (метеорити + вітер)", GUILayout.Height(35))) { if (sourceTexture == null) { EditorUtility.DisplayDialog("Помилка", "Перетягни текстуру!", "OK"); return; } GenerateAllTextures("Mercury", GenerateTextureMercury); } } Texture2D GenerateTextureMercury(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 craterDark = new Color(0.25f, 0.22f, 0.20f); Color heatSide = new Color(0.65f, 0.35f, 0.15f); Color coldSide = new Color(0.30f, 0.32f, 0.40f); Color burnedOut = new Color(0.18f, 0.15f, 0.12f); Color finalDead = new Color(0.10f, 0.08f, 0.07f); System.Random rng = new System.Random(42); for (int p = 0; p < pixels.Length; p++) { int x = p % width; int y = p / width; float u = (float)x / width; float v = (float)y / height; Color col = pixels[p]; Color result_col = col; if (alive < 1.0f) { float t = Mathf.Clamp01((1.0f - alive) / 0.3f); float noise = (float)rng.NextDouble(); if (noise < 0.03f * t) result_col = Color.Lerp(result_col, craterDark, t * 0.8f); } if (alive < 0.7f) { float t = Mathf.Clamp01((0.7f - alive) / 0.2f); float heatInfluence = Mathf.Clamp01(1f - u * 2f); float coldInfluence = Mathf.Clamp01(u * 2f - 1f); result_col = Color.Lerp(result_col, heatSide, heatInfluence * t * 0.6f); result_col = Color.Lerp(result_col, coldSide, coldInfluence * t * 0.4f); } if (alive < 0.5f) { float t = Mathf.Clamp01((0.5f - alive) / 0.2f); result_col = Color.Lerp(result_col, burnedOut, t * 0.7f); float noise = (float)rng.NextDouble(); if (noise < 0.06f * t) result_col = Color.Lerp(result_col, craterDark, 0.9f); } if (alive < 0.3f) { float t = Mathf.Clamp01((0.3f - alive) / 0.3f); result_col = Color.Lerp(result_col, finalDead, 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(); } } }