using UnityEngine;
using UnityEditor;
using System.IO;
using System;
public class SetTextureSize :Editor
{
[MenuItem("重新设置图片大小/一键设置")]
public static void OverrideAllTexture()
{
// List<string> filePaths = new List<string>();
string imgtype = "*.BMP|*.JPG|*.GIF|*.PNG";
// string[] img_suffix = { ".bmp", ".jpg", ".gif", ".png" };
string[] ImageType = imgtype.Split('|');
for (int i = 0; i < ImageType.Length; i++)
{
//获取d盘中a文件夹下所有的图片路径
string[] dirs = Directory.GetFiles(@"d:\\a", ImageType[i]);
for (int j = 0; j < dirs.Length; j++)
{
// filePaths.Add(dirs[j]);
string[] str = dirs[j].Split('\\');
string picName = str[str.Length - 1];
byte[] bytes;
Vector2 vector;
FileUtility.FileInfo(dirs[j],out bytes,out vector);
float width=vector.x, height=vector.y;
float n=1;
if (width >= 1024)
{
Debug.LogWarning("宽度度大于1024,次数宽度 " + width + " 缩放系数 " + n);
n = width / 1024;
width = 1024;
height = height / n;
Texture2D texture = ReSetTextureSize(LoadTexture(dirs[j]), (int)width, (int)height);
SaveTexture(texture, @"d:\\b\" + picName);
}
else if(height >= 1024)
{
Debug.LogWarning("高度度大于1024,此时高度 " + height + " 缩放系数" + n);
n = height / 1024;
height = 1024;
width = width / n;
Texture2D texture = ReSetTextureSize(LoadTexture(dirs[j]), (int)width, (int)height);
SaveTexture(texture, @"d:\\b\" + picName);
}
Debug.Log(dirs[j] +"原来大小: "+ vector+"缩小后大小: "+(int)width+" "+(int)height+" 缩放系数: "+n);
}
}
}
private static Texture2D LoadTexture(string _path)
{
FileStream fileStream = new FileStream(_path, FileMode.Open, FileAccess.Read);
fileStream.Seek(0, SeekOrigin.Begin);
byte[] bytes = new byte[fileStream.Length];
fileStream.Read(bytes, 0, (int)fileStream.Length);
fileStream.Close();
fileStream.Dispose();
fileStream = null;
int width = 1024;
int height = 1024;
Texture2D texture = new Texture2D(width, height);
texture.LoadImage(bytes);
return texture;
//WWW www = new WWW(_path);
//yield return www;
//int n = www.texture.width / 1024;
//int width = 1024;
//int height = www.texture.height / n;
//ReSetTextureSize(www.texture, width, height);
//SaveTexture(www.texture,_newPath);
}
private static void SaveTexture(Texture2D texture, string _path)
{
using (var fs = File.OpenWrite(_path))
{
var bytes = texture.EncodeToPNG();
fs.Write(bytes, 0, bytes.Length);
}
}
public static Texture2D ReSetTextureSize(Texture2D tex, int width, int height)
{
var rendTex = new RenderTexture(width, height, 24, RenderTextureFormat.ARGB32);
rendTex.Create();
//设置当前渲染目标,设置为激活渲染目标的texture
Graphics.SetRenderTarget(rendTex);
//将模型、视图和投影矩阵保存到矩阵堆栈顶部,更改模型、视图或投影矩阵会覆盖当前的渲染矩阵。最好使用GL.PushMatrix和GL.PopMatrix保存和回复这些矩阵
GL.PushMatrix();
//清除当前的渲染缓冲区 清除深度缓冲区 清除颜色缓冲区 清除时使用的颜色
//会清除屏幕或正在绘制到的活动RenderTexture、已清除区域受活动视口限制,此操作可能会改变模型、视图、投影矩阵。
//多数情况下,摄像机将已配置为清除屏幕或 RenderTexture,因此无需 手动执行此操作。
GL.Clear(true, true, Color.clear);
//从矩阵堆栈顶部恢复模型、视图、投影矩阵
GL.PopMatrix();
var mat = new Material(Shader.Find("Unlit/Transparent"));
mat.mainTexture = tex;
Graphics.SetRenderTarget(rendTex);
GL.PushMatrix();
//用于设置正交投影。将正交投影加载到投影矩阵中,将标识加载到 模型和视图矩阵中。
GL.LoadOrtho();
mat.SetPass(0);
//开始绘制3D图元
GL.Begin(GL.QUADS);
//为所有纹理单位均设置当前纹理坐标(x,y)
GL.TexCoord2(0, 0);
//提交一个顶点
GL.Vertex3(0, 0, 0);
GL.TexCoord2(0, 1);
GL.Vertex3(0, 1, 0);
GL.TexCoord2(1, 1);
GL.Vertex3(1, 1, 0);
GL.TexCoord2(1, 0);
GL.Vertex3(1, 0, 0);
//结束绘制3d图元
GL.End();
GL.PopMatrix();
var finalTex = new Texture2D(rendTex.width, rendTex.height, TextureFormat.ARGB32, false);
RenderTexture.active = rendTex;
//将屏幕像素读取到保存的纹理数据中
finalTex.ReadPixels(new Rect(0, 0, finalTex.width, finalTex.height), 0, 0);
finalTex.Apply();
return finalTex;
}
}
public class FileUtility
{
public enum ImageType
{
Null,
Png,
Jpg,
Gif,
Bmp
}
/// <summary>
/// 获取图片格式
/// </summary>
private static ImageType GetImageType(byte[] bytes)
{
byte[] header = new byte[8];
Array.Copy(bytes, header, header.Length);
ImageType type = ImageType.Null;
//读取图片文件头8个字节
//Png图片 8字节:89 50 4E 47 0D 0A 1A 0A = [1]:P[2]:N[3]:G
if (header[0] == 0x89 && header[1] == 0x50 && header[2] == 0x4E && header[3] == 0x47 &&
header[4] == 0x0D && header[5] == 0x0A && header[6] == 0x1A && header[7] == 0x0A)
{
type = ImageType.Png;
}
//Jpg图片 2字节:FF D8
else if (header[0] == 0xFF && header[1] == 0xD8)
{
type = ImageType.Jpg;
}
//Gif图片 6字节:47 49 46 38 39|37 61 = GIF897a
else if (header[0] == 0x47 && header[1] == 0x49 && header[2] == 0x46 && header[3] == 0x38 &&
(header[4] == 0x39 || header[4] == 0x37) && header[5] == 0x61)
{
type = ImageType.Gif;
}
//Bmp图片 2字节:42 4D
else if (header[0] == 0x42 && header[1] == 0x4D)
{
type = ImageType.Bmp;
}
return type;
}
private static byte[] _header = null;
private static byte[] _buffer = null;
public static void FileInfo(string filePath, out byte[] bytes, out Vector2 size)
{
size = Vector2.zero;
FileStream stream = new FileStream(filePath, FileMode.Open, FileAccess.Read);
stream.Seek(0, SeekOrigin.Begin);
bytes = new byte[stream.Length];
stream.Read(bytes, 0, (int)stream.Length);
ImageType imageType = GetImageType(bytes);
switch (imageType)
{
case ImageType.Png:
{
stream.Seek(0, SeekOrigin.Begin);
_header = new byte[8];
stream.Read(_header, 0, 8);
stream.Seek(8, SeekOrigin.Current);
_buffer = new byte[8];
stream.Read(_buffer, 0, _buffer.Length);
Array.Reverse(_buffer, 0, 4);
Array.Reverse(_buffer, 4, 4);
size.x = BitConverter.ToInt32(_buffer, 0);
size.y = BitConverter.ToInt32(_buffer, 4);
}
break;
case ImageType.Jpg:
{
stream.Seek(0, SeekOrigin.Begin);
_header = new byte[2];
stream.Read(_header, 0, 2);
//段类型
int type = -1;
int ff = -1;
//记录当前读取的位置
long ps = 0;
//逐个遍历所以段,查找SOFO段
do
{
do
{
//每个新段的开始标识为oxff,查找下一个新段
ff = stream.ReadByte();
if (ff < 0) //文件结束
{
return;
}
} while (ff != 0xff);
do
{
//段与段之间有一个或多个oxff间隔,跳过这些oxff之后的字节为段标识
type = stream.ReadByte();
} while (type == 0xff);
//记录当前位置
ps = stream.Position;
switch (type)
{
case 0x00:
case 0x01:
case 0xD0:
case 0xD1:
case 0xD2:
case 0xD3:
case 0xD4:
case 0xD5:
case 0xD6:
case 0xD7:
break;
case 0xc0: //SOF0段(图像基本信息)
case 0xc2: //JFIF格式的 SOF0段
{
//找到SOFO段,解析宽度和高度信息
//跳过2个自己长度信息和1个字节的精度信息
stream.Seek(3, SeekOrigin.Current);
//高度 占2字节 低位高位互换
size.y = stream.ReadByte() * 256;
size.y += stream.ReadByte();
//宽度 占2字节 低位高位互换
size.x = stream.ReadByte() * 256;
size.x += stream.ReadByte();
return;
}
default: //别的段都跳过
//获取段长度,直接跳过
ps = stream.ReadByte() * 256;
ps = stream.Position + ps + stream.ReadByte() - 2;
break;
}
if (ps + 1 >= stream.Length) //文件结束
{
return;
}
stream.Position = ps; //移动指针
} while (type != 0xda); // 扫描行开始
}
break;
case ImageType.Gif:
{
stream.Seek(0, SeekOrigin.Begin);
_header = new byte[6];
stream.Read(_header, 0, 6);
_buffer = new byte[4];
stream.Read(_buffer, 0, _buffer.Length);
size.x = BitConverter.ToInt16(_buffer, 0);
size.y = BitConverter.ToInt16(_buffer, 2);
}
break;
case ImageType.Bmp:
{
stream.Seek(0, SeekOrigin.Begin);
_header = new byte[2];
stream.Read(_header, 0, 2);
//跳过16个字节
stream.Seek(16, SeekOrigin.Current);
//bmp图片的宽度信息保存在第 18-21位 4字节
//bmp图片的高度度信息保存在第 22-25位 4字节
_buffer = new byte[8];
stream.Read(_buffer, 0, _buffer.Length);
size.x = BitConverter.ToInt32(_buffer, 0);
size.y = BitConverter.ToInt32(_buffer, 4);
}
break;
default:
break;
}
stream.Close();
stream.Dispose();
}
}
Unity编辑器插件 ——等比例重新设置图片size
最新推荐文章于 2025-03-30 19:17:21 发布