136 lines
4.7 KiB
C#
136 lines
4.7 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System.IO;
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public class MercuryTextureGenerator : EditorWindow
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{
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public Texture2D sourceTexture;
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public string outputFolder = "Assets/Textures/Mercury";
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[MenuItem("Tools/Mercury Texture Generator")]
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public static void ShowWindow()
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{
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GetWindow<MercuryTextureGenerator>("Mercury Texture Generator");
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}
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void OnGUI()
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{
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GUILayout.Label("Ãåíåðàòîð òåêñòóð Ìåðêóð³ÿ", EditorStyles.boldLabel);
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sourceTexture = (Texture2D)EditorGUILayout.ObjectField("Òåêñòóðà Ìåðêóð³ÿ", sourceTexture, typeof(Texture2D), false);
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outputFolder = EditorGUILayout.TextField("Ïàïêà çáåðåæåííÿ", outputFolder);
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EditorGUILayout.Space(10);
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if (GUILayout.Button("Çãåíåðóâàòè -- Åêçîñôåðà (ìåòåîðèòè + â³òåð)", GUILayout.Height(35)))
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{
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if (sourceTexture == null) { EditorUtility.DisplayDialog("Ïîìèëêà", "Ïåðåòÿãíè òåêñòóðó!", "OK"); return; }
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GenerateAllTextures("Mercury", GenerateTextureMercury);
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}
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}
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Texture2D GenerateTextureMercury(Texture2D source, float alive)
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{
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int width = source.width;
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int height = source.height;
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Texture2D result = new Texture2D(width, height, TextureFormat.RGB24, false);
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Color[] pixels = source.GetPixels();
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Color[] output = new Color[pixels.Length];
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Color craterDark = new Color(0.25f, 0.22f, 0.20f);
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Color heatSide = new Color(0.65f, 0.35f, 0.15f);
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Color coldSide = new Color(0.30f, 0.32f, 0.40f);
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Color burnedOut = new Color(0.18f, 0.15f, 0.12f);
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Color finalDead = new Color(0.10f, 0.08f, 0.07f);
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System.Random rng = new System.Random(42);
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for (int p = 0; p < pixels.Length; p++)
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{
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int x = p % width;
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int y = p / width;
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float u = (float)x / width;
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float v = (float)y / height;
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Color col = pixels[p];
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Color result_col = col;
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if (alive < 1.0f)
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{
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float t = Mathf.Clamp01((1.0f - alive) / 0.3f);
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float noise = (float)rng.NextDouble();
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if (noise < 0.03f * t)
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result_col = Color.Lerp(result_col, craterDark, t * 0.8f);
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}
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if (alive < 0.7f)
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{
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float t = Mathf.Clamp01((0.7f - alive) / 0.2f);
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float heatInfluence = Mathf.Clamp01(1f - u * 2f);
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float coldInfluence = Mathf.Clamp01(u * 2f - 1f);
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result_col = Color.Lerp(result_col, heatSide, heatInfluence * t * 0.6f);
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result_col = Color.Lerp(result_col, coldSide, coldInfluence * t * 0.4f);
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}
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if (alive < 0.5f)
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{
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float t = Mathf.Clamp01((0.5f - alive) / 0.2f);
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result_col = Color.Lerp(result_col, burnedOut, t * 0.7f);
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float noise = (float)rng.NextDouble();
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if (noise < 0.06f * t)
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result_col = Color.Lerp(result_col, craterDark, 0.9f);
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}
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if (alive < 0.3f)
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{
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float t = Mathf.Clamp01((0.3f - alive) / 0.3f);
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result_col = Color.Lerp(result_col, finalDead, t);
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}
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output[p] = result_col;
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}
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result.SetPixels(output);
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result.Apply();
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return result;
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}
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void GenerateAllTextures(string prefix, System.Func<Texture2D, float, Texture2D> generator)
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{
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if (!Directory.Exists(outputFolder))
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Directory.CreateDirectory(outputFolder);
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MakeTextureReadable(sourceTexture);
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float[] levels = { 1.0f, 0.7f, 0.5f, 0.3f, 0.0f };
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string[] names = { "100", "70", "50", "30", "0" };
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for (int i = 0; i < levels.Length; i++)
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{
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EditorUtility.DisplayProgressBar("Ãåíåðàö³ÿ", prefix + "_" + names[i], (float)i / levels.Length);
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Texture2D result = generator(sourceTexture, levels[i]);
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SaveTexture(result, outputFolder + "/" + prefix + "_" + names[i] + ".png");
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}
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EditorUtility.ClearProgressBar();
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AssetDatabase.Refresh();
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EditorUtility.DisplayDialog("Ãîòîâî!", "Òåêñòóðè çáåðåæåíî â " + outputFolder, "OK");
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}
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void SaveTexture(Texture2D tex, string path)
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{
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byte[] bytes = tex.EncodeToPNG();
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File.WriteAllBytes(path, bytes);
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}
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void MakeTextureReadable(Texture2D tex)
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{
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string path = AssetDatabase.GetAssetPath(tex);
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TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;
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if (importer != null && !importer.isReadable)
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{
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importer.isReadable = true;
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importer.SaveAndReimport();
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}
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}
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} |