Files
ScienceLab.AtmosphericPressure/Assets/Editor/UranusTextureGenerator.cs
2026-05-29 18:21:53 +03:00

156 lines
5.1 KiB
C#

using UnityEngine;
using UnityEditor;
using System.IO;
public class UranusTextureGenerator : EditorWindow
{
public Texture2D sourceTexture;
public string outputFolder = "Assets/Textures/Uranus";
[MenuItem("Tools/Uranus Texture Generator")]
public static void ShowWindow()
{
GetWindow<UranusTextureGenerator>("Uranus Texture Generator");
}
void OnGUI()
{
GUILayout.Label("Ãåíåðàòîð òåêñòóð Óðàíà", EditorStyles.boldLabel);
sourceTexture = (Texture2D)EditorGUILayout.ObjectField("Òåêñòóðà Óðàíà", sourceTexture, typeof(Texture2D), false);
outputFolder = EditorGUILayout.TextField("Ïàïêà çáåðåæåííÿ", outputFolder);
EditorGUILayout.Space(10);
if (GUILayout.Button("Çãåíåðóâàòè -- Òðîïîñôåðà", GUILayout.Height(35)))
{
if (sourceTexture == null) { EditorUtility.DisplayDialog("Ïîìèëêà", "Ïåðåòÿãíè òåêñòóðó Óðàíà!", "OK"); return; }
GenerateAllTextures();
}
EditorGUILayout.Space(5);
if (GUILayout.Button("Çãåíåðóâàòè -- Òåêñòóðà ñìåðò³", GUILayout.Height(35)))
{
if (sourceTexture == null) { EditorUtility.DisplayDialog("Ïîìèëêà", "Ïåðåòÿãíè òåêñòóðó Óðàíà!", "OK"); return; }
GenerateDeadTexture();
}
}
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 stage70 = new Color(0.75f, 0.82f, 0.72f);
Color stage50 = new Color(0.78f, 0.72f, 0.55f);
Color stage30 = new Color(0.6f, 0.52f, 0.38f);
Color stage0 = new Color(0.35f, 0.3f, 0.22f);
for (int p = 0; p < pixels.Length; p++)
{
Color col = pixels[p];
Color result_col = col;
if (alive <= 1f && alive > 0.7f)
{
result_col = col;
}
else if (alive <= 0.7f && alive > 0.5f)
{
float t = Mathf.Clamp01((0.7f - alive) / 0.2f);
result_col = Color.Lerp(col, stage70, t * 0.8f);
}
else if (alive <= 0.5f && alive > 0.3f)
{
float t = Mathf.Clamp01((0.5f - alive) / 0.2f);
result_col = Color.Lerp(stage70, stage50, t);
}
else if (alive <= 0.3f && alive > 0.0f)
{
float t = Mathf.Clamp01((0.3f - alive) / 0.3f);
result_col = Color.Lerp(stage50, stage30, t);
}
else if (alive <= 0f)
{
result_col = stage0;
}
output[p] = result_col;
}
result.SetPixels(output);
result.Apply();
return result;
}
void GenerateDeadTexture()
{
if (!Directory.Exists(outputFolder))
Directory.CreateDirectory(outputFolder);
MakeTextureReadable(sourceTexture);
int width = sourceTexture.width;
int height = sourceTexture.height;
Texture2D result = new Texture2D(width, height, TextureFormat.RGB24, false);
Color[] pixels = sourceTexture.GetPixels();
Color[] output = new Color[pixels.Length];
Color deadColor = new Color(0.35f, 0.3f, 0.22f);
Color darkColor = new Color(0.18f, 0.15f, 0.1f);
for (int p = 0; p < pixels.Length; p++)
{
float brightness = (pixels[p].r + pixels[p].g + pixels[p].b) / 3f;
output[p] = Color.Lerp(darkColor, deadColor, brightness);
}
result.SetPixels(output);
result.Apply();
SaveTexture(result, outputFolder + "/Dead.png");
AssetDatabase.Refresh();
EditorUtility.DisplayDialog("Ãîòîâî!", "Òåêñòóðà ñìåðò³ çáåðåæåíà!", "OK");
}
void GenerateAllTextures()
{
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("Ãåíåðàö³ÿ", "Tropo_" + names[i], (float)i / levels.Length);
Texture2D result = GenerateTropoTexture(sourceTexture, levels[i]);
SaveTexture(result, outputFolder + "/Tropo_" + names[i] + ".png");
}
EditorUtility.ClearProgressBar();
AssetDatabase.Refresh();
EditorUtility.DisplayDialog("Ãîòîâî!", "Òåêñòóðè çáåðåæåíî â " + 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();
}
}
}