Unity材质球自动遍历所需贴图

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筋斗云
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Unity材质球自动遍历所需贴图


文章目录


一、原理

例如一个材质球名为:Decal_Text_Cranes_01_Mat ,
然后从全局遍历出:Decal_Text_Cranes_01_Albedo赋值给材质球的BaseMap,
全局遍历出Decal_Text_Cranes_01_MAODS 赋值给材质球MetallicMap通道,
全局遍历出Decal_Text_Cranes_01_Normal 给材质球NormalMap通道,
**规律:**材质球名字:Decal_Text_Cranes_01_Mat 把后面Mat换成通道名称,就是该材质球的通道贴图


二、用法

1.代码:

using UnityEngine; using System.Collections.Generic; using System.IO; using UnityEditor;  public class AutoAssignTextureMaps : MonoBehaviour {     public List<Material> targetMaterials; // 在Inspector中指定目标材质列表     private Dictionary<string, string> textureMapNames = new Dictionary<string, string>     {         { "Albedo", "_BaseMap" },   // Base Color         { "MAODS", "_MetallicGlossMap" }, // Metallic and Smoothness         { "Normal", "_BumpMap" }     // Normal Map     };       [ContextMenu("_AlphaMat后缀自动补全")]     void AssignTextures1( )     {         foreach (Material material in targetMaterials)         {             string baseName = material.name.Replace("_AlphaMat", "");             foreach (var pair in textureMapNames)             {                 string textureName = baseName + "_" + pair.Key;                 Texture2D texture = FindTexture(textureName);                 if (texture != null)                 {                     material.SetTexture(pair.Value, texture);                     Debug.Log($"Assigned {textureName} to {pair.Value} for material {material.name}");                 }                 else                 {                     Debug.LogError($"Could not find texture {textureName} for material {material.name}");                 }             }         }     }      [ContextMenu("_Mat后缀自动补全")]     void AssignTextures2( )     {         foreach (Material material in targetMaterials)         {             string baseName = material.name.Replace("_Mat", "");             foreach (var pair in textureMapNames)             {                 string textureName = baseName + "_" + pair.Key;                 Texture2D texture = FindTexture(textureName);                 if (texture != null)                 {                     material.SetTexture(pair.Value, texture);                     Debug.Log($"Assigned {textureName} to {pair.Value} for material {material.name}");                 }                 else                 {                     Debug.LogError($"Could not find texture {textureName} for material {material.name}");                 }             }         }     }     Texture2D FindTexture(string textureName)     {         string[] guids = AssetDatabase.FindAssets(textureName);         if (guids.Length > 0)         {             string assetPath = AssetDatabase.GUIDToAssetPath(guids[0]);             return AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);         }         return null;     } }  

2.使用方法

在这里插入图片描述

1.将脚本挂载到一个空物体:
2.把所需的材质球添加到集合列表中。
3.点右上角三个点,进行调用脚本中的方法。


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