[Add] All in one shader

This commit is contained in:
2026-02-23 22:01:07 +07:00
parent ec0aa86ac2
commit 4f942cd7c0
806 changed files with 401510 additions and 33 deletions
@@ -0,0 +1,92 @@
using UnityEditor;
using UnityEngine;
namespace AllIn13DShader
{
public class AtlasPackerTool
{
public AtlasPackerValues values;
//public int atlasXCount;
//public int atlasYCount;
//public TextureSizes atlasSizesX;
//public TextureSizes atlasSizesY;
//public FilterMode atlasFiltering;
//public bool squareAtlas;
//public Texture2D[] atlas;
//public Texture2D createdAtlas;
public AtlasPackerTool()
{
ResetValues();
values.atlasXCount = 1;
values.atlasYCount = 1;
values.atlasSizesX = TextureSizes._1024;
values.atlasSizesY = TextureSizes._1024;
values.squareAtlas = true;
values.atlasFiltering = FilterMode.Bilinear;
}
public void ResetValues()
{
values = ScriptableObject.CreateInstance<AtlasPackerValues>();
values.atlas = new Texture2D[0];
}
public void CreateAtlas()
{
int atlasElements = values.atlasXCount * values.atlasYCount;
int atlasWidth = (int)values.atlasSizesX;
int atlasHeight = (int)values.atlasSizesY;
Texture2D[] AtlasCopy = (Texture2D[])values.atlas.Clone();
int textureXTargetWidth = atlasWidth / values.atlasXCount;
int textureYTargetHeight = atlasHeight / values.atlasYCount;
values.createdAtlas = new Texture2D(atlasWidth, atlasHeight);
for (int i = 0; i < values.atlasYCount; i++)
{
for (int j = 0; j < values.atlasXCount; j++)
{
int currIndex = (i * values.atlasXCount) + j;
bool hasImageForThisIndex = currIndex < AtlasCopy.Length && AtlasCopy[currIndex] != null;
if (hasImageForThisIndex)
{
EditorUtils.SetTextureReadWrite(AssetDatabase.GetAssetPath(AtlasCopy[currIndex]), true);
Texture2D copyTexture = new Texture2D(AtlasCopy[currIndex].width, AtlasCopy[currIndex].height);
copyTexture.SetPixels(AtlasCopy[currIndex].GetPixels());
copyTexture.Apply();
AtlasCopy[currIndex] = copyTexture;
AtlasCopy[currIndex] = EditorUtils.ScaleTexture(AtlasCopy[currIndex], textureXTargetWidth, textureYTargetHeight);
AtlasCopy[currIndex].Apply();
}
for (int y = 0; y < textureYTargetHeight; y++)
{
for (int x = 0; x < textureXTargetWidth; x++)
{
if (hasImageForThisIndex) values.createdAtlas.SetPixel((j * textureXTargetWidth) + x, (i * textureYTargetHeight) + y, AtlasCopy[currIndex].GetPixel(x, y));
else values.createdAtlas.SetPixel((j * textureXTargetWidth) + x, (i * textureYTargetHeight) + y, new Color(0, 0, 0, 1));
}
}
}
}
values.createdAtlas.Apply();
}
public int GetAtlasElements()
{
int res = values.atlasXCount * values.atlasYCount;
return res;
}
}
}
@@ -0,0 +1,18 @@
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assetPath: Assets/Plugins/AllIn13DShader/Editor/Tools/AtlasPackerTool.cs
uploadId: 865720
@@ -0,0 +1,21 @@
using UnityEngine;
namespace AllIn13DShader
{
public class AtlasPackerValues : ScriptableObject
{
public int atlasXCount;
public int atlasYCount;
public TextureSizes atlasSizesX;
public TextureSizes atlasSizesY;
public FilterMode atlasFiltering;
public bool squareAtlas;
public Texture2D[] atlas;
public Texture2D createdAtlas;
}
}
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@@ -0,0 +1,150 @@
using System.IO;
using UnityEditor;
using UnityEngine;
namespace AllIn13DShader
{
public class GradientCreatorTool
{
public const int HEIGHT_GRADIENT = 16;
public Texture2D gradientTex;
public TextureSizes gradientSizes;
public FilterMode gradientFiltering;
public Gradient gradient;
public GradientCreatorTool()
{
gradientSizes = TextureSizes._128;
gradientFiltering = FilterMode.Bilinear;
gradient = new Gradient();
int size = (int)gradientSizes;
gradientTex = new Texture2D(size, size);
}
public Texture2D CreateGradientTexture(TextureSizes gradientSizes, FilterMode gradientFiltering, Gradient gradient)
{
this.gradientSizes = gradientSizes;
this.gradientFiltering = gradientFiltering;
this.gradient = gradient;
return CreateGradientTexture();
}
public Texture2D CreateGradientTexture(Gradient gradient)
{
this.gradientSizes = TextureSizes._256;
this.gradientFiltering = FilterMode.Bilinear;
this.gradient = gradient;
return CreateGradientTexture();
}
public Texture2D CreateGradientTexture()
{
int textureSize = (int)gradientSizes;
this.gradientTex = new Texture2D(textureSize, HEIGHT_GRADIENT, TextureFormat.RGBA32, false);
this.gradientTex.wrapMode = TextureWrapMode.Clamp;
for (int i = 0; i < textureSize; i++)
{
Color col = gradient.Evaluate((float)i / (float)textureSize);
for (int j = 0; j < HEIGHT_GRADIENT; j++)
{
gradientTex.SetPixel(i, j, gradient.Evaluate((float)i / (float)textureSize));
}
}
gradientTex.Apply();
return gradientTex;
}
public Texture SaveGradientTexture(GradientTexture gradientTextureAsset, bool createNewSO)
{
string texName = "RampTexture";
if(gradientTextureAsset != null)
{
texName = gradientTextureAsset.texture.name;
}
string directoryPath = GlobalConfiguration.instance.GradientSavePath;
if (gradientTextureAsset != null && AssetDatabase.IsMainAsset(gradientTextureAsset.texture) && !createNewSO)
{
string assetPath = AssetDatabase.GetAssetPath(gradientTextureAsset.texture);
directoryPath = Path.GetDirectoryName(assetPath);
}
Texture tex = EditorUtils.SaveTextureAsPNG(directoryPath, texName, "Ramp Texture", gradientTex,
FilterMode.Bilinear, TextureImporterType.Default, TextureWrapMode.Clamp, false, createNewSO);
if (createNewSO)
{
GradientTexture gradientTexture = ScriptableObject.CreateInstance<GradientTexture>();
gradientTexture.texture = tex;
gradientTexture.gradient = new Gradient();
CopyGradient(gradient, gradientTexture.gradient);
string gradientTextureAssetPath = Path.Combine(GlobalConfiguration.instance.GradientSavePath, $"GradientAsset_{tex.name}.asset");
gradientTextureAssetPath = AssetDatabase.GenerateUniqueAssetPath(gradientTextureAssetPath);
AssetDatabase.CreateAsset(gradientTexture, gradientTextureAssetPath);
AssetDatabase.Refresh();
}
else
{
gradientTextureAsset.texture = tex;
gradientTextureAsset.gradient = new Gradient();
CopyGradient(gradient, gradientTextureAsset.gradient);
EditorUtility.SetDirty(gradientTextureAsset);
}
return tex;
}
public static void CopyGradient(Gradient from, Gradient to)
{
GradientColorKey[] newColorKeys = new GradientColorKey[from.colorKeys.Length];
GradientAlphaKey[] newAlphaKeys = new GradientAlphaKey[from.alphaKeys.Length];
for (int i = 0; i < from.colorKeys.Length; i++)
{
newColorKeys[i] = from.colorKeys[i];
}
for (int i = 0; i < from.alphaKeys.Length; i++)
{
newAlphaKeys[i] = from.alphaKeys[i];
}
to.colorKeys = newColorKeys;
to.alphaKeys = newAlphaKeys;
to.mode = from.mode;
}
public static GradientTexture FindGradientTexureByTex(Texture selectedTex)
{
GradientTexture res = null;
string[] guids = AssetDatabase.FindAssets("t:GradientTexture");
for (int i = 0; i < guids.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(guids[i]);
GradientTexture gradientTexture = AssetDatabase.LoadAssetAtPath<GradientTexture>(path);
if (gradientTexture.name.StartsWith("GradientAsset_"))
{
if (gradientTexture.texture == selectedTex)
{
res = gradientTexture;
break;
}
}
}
return res;
}
}
}
@@ -0,0 +1,18 @@
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uploadId: 865720
@@ -0,0 +1,126 @@
using UnityEngine;
namespace AllIn13DShader
{
public class NoiseCreatorTool
{
private const string SHADER_NAME_FRACTAL_NOISE = "AllIn13DShaderFractalNoise";
private const string SHADER_NAME_WORLEY_NOISE = "AllIn13DShaderWorleyNoise";
public enum NoiseTypes
{
Fractal,
Perlin,
Billow,
Voronoi,
Water,
Cellular,
Cells1,
Cells2
}
public NoiseCreatorValues values;
public NoiseCreatorTool()
{
values = new NoiseCreatorValues();
NoiseSetMaterial();
CheckCreationNoiseTextures();
UpdateNoiseMatAndRender();
CreateNoiseTex();
}
public void CreateNoiseTex()
{
int texSize = (int)values.noiseSize;
values.finalNoiseTex = new Texture2D(texSize, texSize);
RenderTexture finalRenderTarget = new RenderTexture(values.finalNoiseTex.width, values.finalNoiseTex.height, 0, RenderTextureFormat.ARGB32);
Graphics.Blit(values.finalNoiseTex, finalRenderTarget, values.noiseMaterial);
values.finalNoiseTex.ReadPixels(new Rect(0, 0, finalRenderTarget.width, finalRenderTarget.height), 0, 0);
values.finalNoiseTex.Apply();
}
public void CheckCreationNoiseTextures()
{
if (values.noisePreview == null)
{
values.noisePreview = new Texture2D(256, 256);
}
if (values.noiseRenderTarget == null)
{
values.noiseRenderTarget = new RenderTexture(values.noisePreview.width, values.noisePreview.height, 0, RenderTextureFormat.ARGB32);
}
}
public void UpdateNoiseMatAndRender()
{
if (values.noiseType == NoiseTypes.Fractal || values.noiseType == NoiseTypes.Perlin || values.noiseType == NoiseTypes.Billow)
{
values.noiseMaterial.SetFloat("_EndBand", values.noiseFractalAmount);
}
else values.noiseMaterial.SetFloat("_Jitter", values.noiseJitter);
values.noiseMaterial.SetFloat("_ScaleX", values.noiseScaleX);
values.noiseMaterial.SetFloat("_ScaleY", values.noiseScaleY);
values.noiseMaterial.SetFloat("_Offset", (float)values.noiseSeed);
values.noiseMaterial.SetFloat("_Contrast", values.noiseContrast);
values.noiseMaterial.SetFloat("_Brightness", values.noiseBrightness);
values.noiseMaterial.SetFloat("_Invert", values.noiseInverted ? 1f : 0f);
Graphics.Blit(values.noisePreview, values.noiseRenderTarget, values.noiseMaterial);
values.noisePreview.ReadPixels(new Rect(0, 0, values.noiseRenderTarget.width, values.noiseRenderTarget.height), 0, 0);
values.noisePreview.Apply();
}
public void NoiseSetMaterial()
{
if (values.noiseType == NoiseTypes.Fractal || values.noiseType == NoiseTypes.Perlin || values.noiseType == NoiseTypes.Billow)
{
values.isFractalNoise = true;
values.noiseMaterial = new Material(EditorUtils.FindShader(SHADER_NAME_FRACTAL_NOISE));
values.noiseScaleX = 4f;
values.noiseScaleY = 4f;
}
else
{
values.isFractalNoise = false;
values.noiseMaterial = new Material(EditorUtils.FindShader(SHADER_NAME_WORLEY_NOISE));
values.noiseScaleX = 10f;
values.noiseScaleY = 10f;
}
switch (values.noiseType)
{
case NoiseTypes.Fractal:
values.noiseFractalAmount = 8f;
values.noiseMaterial.SetFloat("_Fractal", 1);
break;
case NoiseTypes.Perlin:
values.noiseFractalAmount = 1f;
values.noiseMaterial.SetFloat("_Fractal", 1);
break;
case NoiseTypes.Billow:
values.noiseFractalAmount = 4f;
values.noiseMaterial.SetFloat("_Fractal", 0);
break;
case NoiseTypes.Voronoi:
values.noiseMaterial.SetFloat("_NoiseType", 0f);
break;
case NoiseTypes.Water:
values.noiseMaterial.SetFloat("_NoiseType", 3f);
break;
case NoiseTypes.Cellular:
values.noiseMaterial.SetFloat("_NoiseType", 4f);
break;
case NoiseTypes.Cells1:
values.noiseMaterial.SetFloat("_NoiseType", 1f);
break;
case NoiseTypes.Cells2:
values.noiseMaterial.SetFloat("_NoiseType", 2f);
break;
}
}
}
}
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@@ -0,0 +1,107 @@
using UnityEngine;
namespace AllIn13DShader
{
public class NormalMapCreatorTool
{
public Texture2D targetNormalImage;
public int normalSmoothing;
public float normalStrength;
public int isComputingNormals;
public Texture2D CreateNormalMap(bool invertDirection)
{
int width = targetNormalImage.width;
int height = targetNormalImage.height;
Color[] sourcePixels = targetNormalImage.GetPixels();
Color[] resultPixels = new Color[width * height];
Vector3 vScale = new Vector3(0.3333f, 0.3333f, 0.3333f);
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
int index = x + y * width;
Vector3 cSampleNegXNegY = GetPixelClamped(sourcePixels, x - 1, y - 1, width, height);
Vector3 cSampleZerXNegY = GetPixelClamped(sourcePixels, x, y - 1, width, height);
Vector3 cSamplePosXNegY = GetPixelClamped(sourcePixels, x + 1, y - 1, width, height);
Vector3 cSampleNegXZerY = GetPixelClamped(sourcePixels, x - 1, y, width, height);
Vector3 cSamplePosXZerY = GetPixelClamped(sourcePixels, x + 1, y, width, height);
Vector3 cSampleNegXPosY = GetPixelClamped(sourcePixels, x - 1, y + 1, width, height);
Vector3 cSampleZerXPosY = GetPixelClamped(sourcePixels, x, y + 1, width, height);
Vector3 cSamplePosXPosY = GetPixelClamped(sourcePixels, x + 1, y + 1, width, height);
float fSampleNegXNegY = Vector3.Dot(cSampleNegXNegY, vScale);
float fSampleZerXNegY = Vector3.Dot(cSampleZerXNegY, vScale);
float fSamplePosXNegY = Vector3.Dot(cSamplePosXNegY, vScale);
float fSampleNegXZerY = Vector3.Dot(cSampleNegXZerY, vScale);
float fSamplePosXZerY = Vector3.Dot(cSamplePosXZerY, vScale);
float fSampleNegXPosY = Vector3.Dot(cSampleNegXPosY, vScale);
float fSampleZerXPosY = Vector3.Dot(cSampleZerXPosY, vScale);
float fSamplePosXPosY = Vector3.Dot(cSamplePosXPosY, vScale);
float edgeX = (fSampleNegXNegY - fSamplePosXNegY) * 0.25f + (fSampleNegXZerY - fSamplePosXZerY) * 0.5f + (fSampleNegXPosY - fSamplePosXPosY) * 0.25f;
float edgeY = (fSampleNegXNegY - fSampleNegXPosY) * 0.25f + (fSampleZerXNegY - fSampleZerXPosY) * 0.5f + (fSamplePosXNegY - fSamplePosXPosY) * 0.25f;
if(invertDirection) edgeY = -edgeY;
Vector2 vEdge = new Vector2(edgeX, edgeY) * normalStrength;
Vector3 norm = new Vector3(vEdge.x, vEdge.y, 1.0f).normalized;
resultPixels[index] = new Color(norm.x * 0.5f + 0.5f, norm.y * 0.5f + 0.5f, norm.z * 0.5f + 0.5f, 1);
}
}
if (normalSmoothing > 0)
{
resultPixels = SmoothNormals(resultPixels, width, height, normalSmoothing);
}
Texture2D texNormal = new Texture2D(width, height, TextureFormat.RGB24, false, false);
texNormal.SetPixels(resultPixels);
texNormal.Apply();
return texNormal;
}
private Vector3 GetPixelClamped(Color[] pixels, int x, int y, int width, int height)
{
x = Mathf.Clamp(x, 0, width - 1);
y = Mathf.Clamp(y, 0, height - 1);
Color c = pixels[x + y * width];
return new Vector3(c.r, c.g, c.b);
}
private Color[] SmoothNormals(Color[] pixels, int width, int height, int normalSmooth)
{
Color[] smoothedPixels = new Color[pixels.Length];
float step = 0.00390625f * normalSmooth;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
float pixelsToAverage = 0.0f;
Color c = pixels[x + y * width];
pixelsToAverage++;
for (int offsetY = -normalSmooth; offsetY <= normalSmooth; offsetY++)
{
for (int offsetX = -normalSmooth; offsetX <= normalSmooth; offsetX++)
{
if (offsetX == 0 && offsetY == 0) continue;
int sampleX = Mathf.Clamp(x + offsetX, 0, width - 1);
int sampleY = Mathf.Clamp(y + offsetY, 0, height - 1);
c += pixels[sampleX + sampleY * width];
pixelsToAverage++;
}
}
smoothedPixels[x + y * width] = c / pixelsToAverage;
}
}
return smoothedPixels;
}
}
}
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@@ -0,0 +1,83 @@
using UnityEngine;
namespace AllIn13DShader
{
public class RGBAPackerTool
{
public RGBAPackerValues values;
public RGBAPackerTool()
{
values = ScriptableObject.CreateInstance<RGBAPackerValues>();
}
public void CreateRGBATexture()
{
int textureSize = (int)values.textureSizes;
Texture2D rgbaTexture = new Texture2D(textureSize, textureSize, TextureFormat.RGBA32, false);
// Get readable copies of input textures
Texture2D readableR = GetReadableTexture(values.rChannelTexture, textureSize);
Texture2D readableG = GetReadableTexture(values.gChannelTexture, textureSize);
Texture2D readableB = GetReadableTexture(values.bChannelTexture, textureSize);
Texture2D readableA = GetReadableTexture(values.aChannelTexture, textureSize);
// Pack channels
for(int x = 0; x < textureSize; x++)
{
for(int y = 0; y < textureSize; y++)
{
float r = readableR != null ? readableR.GetPixel(x, y).r : (values.rChannelDefaultWhite ? 1f : 0f);
float g = readableG != null ? readableG.GetPixel(x, y).r : (values.gChannelDefaultWhite ? 1f : 0f);
float b = readableB != null ? readableB.GetPixel(x, y).r : (values.bChannelDefaultWhite ? 1f : 0f);
float a = readableA != null ? readableA.GetPixel(x, y).r : (values.aChannelDefaultWhite ? 1f : 0f);
rgbaTexture.SetPixel(x, y, new Color(r, g, b, a));
}
}
rgbaTexture.Apply();
values.createdRGBATexture = rgbaTexture;
// Clean up temporary textures
if(readableR != values.rChannelTexture && readableR != null) Object.DestroyImmediate(readableR);
if(readableG != values.gChannelTexture && readableG != null) Object.DestroyImmediate(readableG);
if(readableB != values.bChannelTexture && readableB != null) Object.DestroyImmediate(readableB);
if(readableA != values.aChannelTexture && readableA != null) Object.DestroyImmediate(readableA);
}
private Texture2D GetReadableTexture(Texture2D source, int targetSize)
{
if(source == null) return null;
// Check if texture is already readable
try
{
source.GetPixel(0, 0);
// If we get here, texture is readable, but we might need to resize
if(source.width == targetSize && source.height == targetSize)
return source;
}
catch
{
// Texture is not readable, need to make a copy
}
// Create readable copy
RenderTexture renderTexture = RenderTexture.GetTemporary(targetSize, targetSize, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
Graphics.Blit(source, renderTexture);
RenderTexture previous = RenderTexture.active;
RenderTexture.active = renderTexture;
Texture2D readableTexture = new Texture2D(targetSize, targetSize, TextureFormat.RGBA32, false);
readableTexture.ReadPixels(new Rect(0, 0, targetSize, targetSize), 0, 0);
readableTexture.Apply();
RenderTexture.active = previous;
RenderTexture.ReleaseTemporary(renderTexture);
return readableTexture;
}
}
}
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@@ -0,0 +1,22 @@
using UnityEngine;
namespace AllIn13DShader
{
[CreateAssetMenu(fileName = "RGBAPackerValues", menuName = "AllIn1 3D Shader/RGBA Packer Values")]
public class RGBAPackerValues : ScriptableObject
{
[SerializeField] public Texture2D rChannelTexture;
[SerializeField] public bool rChannelDefaultWhite = false;
[SerializeField] public Texture2D gChannelTexture;
[SerializeField] public bool gChannelDefaultWhite = false;
[SerializeField] public Texture2D bChannelTexture;
[SerializeField] public bool bChannelDefaultWhite = false;
[SerializeField] public Texture2D aChannelTexture;
[SerializeField] public bool aChannelDefaultWhite = false;
[SerializeField] public TextureSizes textureSizes = TextureSizes._512;
[SerializeField] public FilterMode filtering = FilterMode.Bilinear;
[System.NonSerialized] public Texture2D createdRGBATexture;
}
}
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@@ -0,0 +1,44 @@
using System.IO;
using UnityEditor;
using UnityEngine;
namespace AllIn13DShader
{
public class RenderMaterialToImageTool
{
public static void RenderAndSaveTexture(Material targetMaterial, Texture targetTexture, float scaleSlider, string folderPath, string fileName)
{
RenderTexture renderTarget = new RenderTexture((int)(targetTexture.width * scaleSlider),
(int)(targetTexture.height * scaleSlider), 0, RenderTextureFormat.ARGB32);
Graphics.Blit(targetTexture, renderTarget, targetMaterial);
Texture2D resultTex = new Texture2D(renderTarget.width, renderTarget.height, TextureFormat.ARGB32, false);
resultTex.ReadPixels(new Rect(0, 0, renderTarget.width, renderTarget.height), 0, 0);
resultTex.Apply();
if (!Directory.Exists(folderPath))
{
EditorUtility.DisplayDialog("The desired Material to Image Save Path doesn't exist",
"Go to Window -> AllIn1VfxWindow and set a valid folder", "Ok");
return;
}
string fullPath = Path.Combine(folderPath, fileName + ".png");
fullPath = AssetDatabase.GenerateUniqueAssetPath(fullPath);
string correctedFileName = fullPath.Replace(folderPath, string.Empty);
fullPath = EditorUtility.SaveFilePanel("Save Render Image", folderPath, fileName, "png");
byte[] bytes = resultTex.EncodeToPNG();
File.WriteAllBytes(fullPath, bytes);
AssetDatabase.ImportAsset(fullPath);
AssetDatabase.Refresh();
GameObject.DestroyImmediate(resultTex);
EditorUtils.PingPath(fullPath);
EditorUtils.ShowNotification("Render Image saved to: " + fullPath + " with scale: " + scaleSlider +
" (it can be changed in Tools -> AllIn1 -> 3DShaderWindow)");
}
}
}
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productId: 316173
packageName: All In 1 3D-Shader
packageVersion: 2.72
assetPath: Assets/Plugins/AllIn13DShader/Editor/Tools/RenderMaterialToImageTool.cs
uploadId: 865720
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 16946208f34cf7840a03e45bed00c4a0
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,155 @@
Shader "AllIn13DShader/Noises/AllIn13DShaderFractalNoise"
{
Properties
{
_ScaleX("Scale X", Range(0.1, 100)) = 4
_ScaleY("Scale Y", Range(0.1, 100)) = 4
_StartBand("Start Band", Range(0.1, 10)) = 1
_EndBand("End Band", Range(0.1, 10)) = 8
_Offset("Offset", Range(-100, 100)) = 1
_Contrast("Contrast", Range (0, 10)) = 1
_Brightness("Brightness", Range (-1, 1)) = 0
[MaterialToggle] _Invert("Invert?", Float) = 0
[MaterialToggle] _Fractal("Fractal?", Float) = 0
}
SubShader
{
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 Mod289(float4 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 PermuteFloat4(float4 x)
{
return Mod289(((x * 34.0) + 1.0) * x);
}
float4 TaylorInvSqrt(float4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float2 FadeFloat2(float2 t)
{
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
float3 FadeFloat3(float3 t)
{
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
float PerlinNoise(float2 P, float2 rep)
{
float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0);
float4 Pf = frac(P.xyxy) - float4(0.0, 0.0, 1.0, 1.0);
Pi = fmod(Pi, rep.xyxy);
Pi = Mod289(Pi);
float4 ix = Pi.xzxz;
float4 iy = Pi.yyww;
float4 fx = Pf.xzxz;
float4 fy = Pf.yyww;
float4 i = PermuteFloat4(PermuteFloat4(ix) + iy);
float4 gx = frac(i * (1.0 / 41.0)) * 2.0 - 1.0;
float4 gy = abs(gx) - 0.5;
float4 tx = floor(gx + 0.5);
gx = gx - tx;
float2 g00 = float2(gx.x, gy.x);
float2 g10 = float2(gx.y, gy.y);
float2 g01 = float2(gx.z, gy.z);
float2 g11 = float2(gx.w, gy.w);
float4 norm = TaylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
g00 *= norm.x;
g01 *= norm.y;
g10 *= norm.z;
g11 *= norm.w;
float n00 = dot(g00, float2(fx.x, fy.x));
float n10 = dot(g10, float2(fx.y, fy.y));
float n01 = dot(g01, float2(fx.z, fy.z));
float n11 = dot(g11, float2(fx.w, fy.w));
float2 fade_xy = FadeFloat2(Pf.xy);
float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);
float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}
float NoiseManger(float2 st, int scale_x, int scale_y, float seed, float scale_value, int start_band, int end_band, float persistance, int type)
{
float accum = 0.0;
float sx = scale_x;
float sy = scale_y;
float sv = scale_value;
for (int i = 1; i <= 16; i += 1)
{
if (i >= start_band && i <= end_band)
{
if (type == 0)
accum += (PerlinNoise(float3(st.x * sx, st.y * sy, seed), float3(sx, sy, 1000.)) * 0.5 + 0.5) * sv;
else
accum += abs(PerlinNoise(float3(st.x * sx, st.y * sy, seed), float3(sx, sy, 1000.))) * sv;
sv *= persistance;
seed += 1.;
}
sx *= 2.0;
sy *= 2.0;
}
if (type == 2)
accum = 1 - accum;
return accum;
}
half _ScaleX, _ScaleY, _Offset, _StartBand, _EndBand, _Fractal, _Invert, _Contrast, _Brightness;
fixed4 frag(v2f i) : SV_Target
{
i.uv.x += _Offset * 1.3234;
i.uv.y += _Offset * 0.8734;
float result = NoiseManger(i.uv, _ScaleX, _ScaleY, _Offset * 9745, 0.7, _StartBand, _EndBand, 0.5, 1 - _Fractal);
if(_Invert) result = 1 - result;
result = saturate((result - 0.5) * _Contrast + 0.5 + _Brightness);
return half4(result, result, result, 1);
}
ENDCG
}
}
}
@@ -0,0 +1,16 @@
fileFormatVersion: 2
guid: 5ad3a3d3df8cd5747b9956fe00a3ed7b
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 316173
packageName: All In 1 3D-Shader
packageVersion: 2.72
assetPath: Assets/Plugins/AllIn13DShader/Editor/Tools/Shaders/AllIn13DShaderFractalNoise.shader
uploadId: 865720
@@ -0,0 +1,234 @@
Shader "AllIn13DShader/Noises/AllIn13DShaderWorleyNoise"
{
Properties
{
_ScaleX("Scale X", Range(0.1, 100)) = 10
_ScaleY("Scale Y", Range(0.1, 100)) = 10
_Jitter("Jitter", Range(0.0, 2.0)) = 1
_NoiseType("Noise Type", Range(0.0, 4.0)) = 0
_Offset("Offset", Range(-100, 100)) = 1
_Contrast("Contrast", Range (0, 10)) = 1
_Brightness("Brightness", Range (-1, 1)) = 0
[MaterialToggle] _Invert("Invert?", Float) = 0
}
SubShader
{
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float3 Mod(float3 x, float y)
{
return x - y * floor(x / y);
}
float3 Mod3(float3 x, float3 y)
{
return x - y * floor(x / y);
}
float3 Permute(float3 x)
{
return Mod((34.0 * x + 1.0) * x, 289.0);
}
float3 Distance(float3 x, float3 y, float3 z, bool manhattanDistance)
{
return manhattanDistance ? abs(x) + abs(y) + abs(z) : (x * x + y * y + z * z);
}
float2 WorleyNoise(float3 P, float3 rep, float jitter, bool manhattanDistance)
{
float K = 0.142857142857;
float Ko = 0.428571428571;
float K2 = 0.020408163265306;
float Kz = 0.166666666667;
float Kzo = 0.416666666667;
float3 Pi = Mod3(floor(P), rep);
float3 Pf = frac(P) - 0.5;
float3 Pfx = Pf.x + float3(1.0, 0.0, -1.0);
float3 Pfy = Pf.y + float3(1.0, 0.0, -1.0);
float3 Pfz = Pf.z + float3(1.0, 0.0, -1.0);
float3 p = Permute(Mod(Pi.x + float3(-1.0, 0.0, 1.0), rep.x));
float3 p1 = Permute(Mod(p + Pi.y - 1.0, rep.y));
float3 p2 = Permute(Mod(p + Pi.y, rep.y));
float3 p3 = Permute(Mod(p + Pi.y + 1.0, rep.y));
float3 p11 = Permute(p1 + Pi.z - 1.0);
float3 p12 = Permute(p1 + Pi.z);
float3 p13 = Permute(p1 + Pi.z + 1.0);
float3 p21 = Permute(p2 + Pi.z - 1.0);
float3 p22 = Permute(p2 + Pi.z);
float3 p23 = Permute(p2 + Pi.z + 1.0);
float3 p31 = Permute(p3 + Pi.z - 1.0);
float3 p32 = Permute(p3 + Pi.z);
float3 p33 = Permute(p3 + Pi.z + 1.0);
float3 ox11 = frac(p11 * K) - Ko;
float3 oy11 = Mod(floor(p11 * K), 7.0) * K - Ko;
float3 oz11 = floor(p11 * K2) * Kz - Kzo;
float3 ox12 = frac(p12 * K) - Ko;
float3 oy12 = Mod(floor(p12 * K), 7.0) * K - Ko;
float3 oz12 = floor(p12 * K2) * Kz - Kzo;
float3 ox13 = frac(p13 * K) - Ko;
float3 oy13 = Mod(floor(p13 * K), 7.0) * K - Ko;
float3 oz13 = floor(p13 * K2) * Kz - Kzo;
float3 ox21 = frac(p21 * K) - Ko;
float3 oy21 = Mod(floor(p21 * K), 7.0) * K - Ko;
float3 oz21 = floor(p21 * K2) * Kz - Kzo;
float3 ox22 = frac(p22 * K) - Ko;
float3 oy22 = Mod(floor(p22 * K), 7.0) * K - Ko;
float3 oz22 = floor(p22 * K2) * Kz - Kzo;
float3 ox23 = frac(p23 * K) - Ko;
float3 oy23 = Mod(floor(p23 * K), 7.0) * K - Ko;
float3 oz23 = floor(p23 * K2) * Kz - Kzo;
float3 ox31 = frac(p31 * K) - Ko;
float3 oy31 = Mod(floor(p31 * K), 7.0) * K - Ko;
float3 oz31 = floor(p31 * K2) * Kz - Kzo;
float3 ox32 = frac(p32 * K) - Ko;
float3 oy32 = Mod(floor(p32 * K), 7.0) * K - Ko;
float3 oz32 = floor(p32 * K2) * Kz - Kzo;
float3 ox33 = frac(p33 * K) - Ko;
float3 oy33 = Mod(floor(p33 * K), 7.0) * K - Ko;
float3 oz33 = floor(p33 * K2) * Kz - Kzo;
float3 dx11 = Pfx + jitter * ox11;
float3 dy11 = Pfy.x + jitter * oy11;
float3 dz11 = Pfz.x + jitter * oz11;
float3 dx12 = Pfx + jitter * ox12;
float3 dy12 = Pfy.x + jitter * oy12;
float3 dz12 = Pfz.y + jitter * oz12;
float3 dx13 = Pfx + jitter * ox13;
float3 dy13 = Pfy.x + jitter * oy13;
float3 dz13 = Pfz.z + jitter * oz13;
float3 dx21 = Pfx + jitter * ox21;
float3 dy21 = Pfy.y + jitter * oy21;
float3 dz21 = Pfz.x + jitter * oz21;
float3 dx22 = Pfx + jitter * ox22;
float3 dy22 = Pfy.y + jitter * oy22;
float3 dz22 = Pfz.y + jitter * oz22;
float3 dx23 = Pfx + jitter * ox23;
float3 dy23 = Pfy.y + jitter * oy23;
float3 dz23 = Pfz.z + jitter * oz23;
float3 dx31 = Pfx + jitter * ox31;
float3 dy31 = Pfy.z + jitter * oy31;
float3 dz31 = Pfz.x + jitter * oz31;
float3 dx32 = Pfx + jitter * ox32;
float3 dy32 = Pfy.z + jitter * oy32;
float3 dz32 = Pfz.y + jitter * oz32;
float3 dx33 = Pfx + jitter * ox33;
float3 dy33 = Pfy.z + jitter * oy33;
float3 dz33 = Pfz.z + jitter * oz33;
float3 d11 = Distance(dx11, dy11, dz11, manhattanDistance);
float3 d12 = Distance(dx12, dy12, dz12, manhattanDistance);
float3 d13 = Distance(dx13, dy13, dz13, manhattanDistance);
float3 d21 = Distance(dx21, dy21, dz21, manhattanDistance);
float3 d22 = Distance(dx22, dy22, dz22, manhattanDistance);
float3 d23 = Distance(dx23, dy23, dz23, manhattanDistance);
float3 d31 = Distance(dx31, dy31, dz31, manhattanDistance);
float3 d32 = Distance(dx32, dy32, dz32, manhattanDistance);
float3 d33 = Distance(dx33, dy33, dz33, manhattanDistance);
float3 d1a = min(d11, d12);
d12 = max(d11, d12);
d11 = min(d1a, d13);
d13 = max(d1a, d13);
d12 = min(d12, d13);
float3 d2a = min(d21, d22);
d22 = max(d21, d22);
d21 = min(d2a, d23);
d23 = max(d2a, d23);
d22 = min(d22, d23);
float3 d3a = min(d31, d32);
d32 = max(d31, d32);
d31 = min(d3a, d33);
d33 = max(d3a, d33);
d32 = min(d32, d33);
float3 da = min(d11, d21);
d21 = max(d11, d21);
d11 = min(da, d31);
d31 = max(da, d31);
d11.xy = (d11.x < d11.y) ? d11.xy : d11.yx;
d11.xz = (d11.x < d11.z) ? d11.xz : d11.zx;
d12 = min(d12, d21);
d12 = min(d12, d22);
d12 = min(d12, d31);
d12 = min(d12, d32);
d11.yz = min(d11.yz, d12.xy);
d11.y = min(d11.y, d12.z);
d11.y = min(d11.y, d11.z);
return sqrt(d11.xy);
}
half _ScaleX, _ScaleY, _Jitter, _NoiseType, _Offset, _Fractal, _Invert, _Contrast, _Brightness;
fixed4 frag(v2f i) : SV_Target
{
float2 s = float2(_ScaleX, _ScaleY);
float2 f = WorleyNoise(float3(i.uv * s, _Offset), float3(s, 1000), _Jitter, false) * 0.5;
//Add if for each Type
float result = 0;
if (_NoiseType < 0.1) result = f.x; //F1 - Voronoi
else if (_NoiseType < 1.1) result = f.y; //F2 - Cells 1
else if (_NoiseType < 2.1) result = f.y - f.x; //Distance Sub - Cells 2
else if (_NoiseType < 3.1) result = f.x * f.y; //Distance Mul - Water Voronoi
else if (_NoiseType < 4.1) result = 1 - f.x; //One Minus F - Cellular Noise
if (_Invert) result = 1 - result;
result = saturate((result - 0.5) * _Contrast + 0.5 + _Brightness);
return half4(result, result, result, 1);
}
ENDCG
}
}
}
@@ -0,0 +1,16 @@
fileFormatVersion: 2
guid: e8cc5605d565f314e941622c9473162a
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 316173
packageName: All In 1 3D-Shader
packageVersion: 2.72
assetPath: Assets/Plugins/AllIn13DShader/Editor/Tools/Shaders/AllIn13DShaderWorleyNoise.shader
uploadId: 865720
@@ -0,0 +1,306 @@
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace AllIn13DShader
{
public class TextureEditorTool
{
public Texture2D editorTexInput;
public Texture2D editorTex;
public Texture2D cleanEditorTex;
public TextureEditorValues values;
public void Setup()
{
EditorUtils.SetTextureReadWrite(AssetDatabase.GetAssetPath(editorTexInput), true);
editorTex = new Texture2D(editorTexInput.width, editorTexInput.height);
editorTex.SetPixels(editorTexInput.GetPixels());
editorTex.Apply();
float aspectRatio = (float)editorTex.width / (float)editorTex.height;
int width = Mathf.Min(editorTex.width, 256);
editorTex = ScaleTexture(editorTex, width, (int)(width / aspectRatio));
cleanEditorTex = new Texture2D(editorTex.width, editorTex.height);
cleanEditorTex.SetPixels(editorTex.GetPixels());
cleanEditorTex.Apply();
values = new TextureEditorValues();
RecalculateEditorTexture();
}
//private void SetTextureReadWrite(string assetPath, bool enable)
//{
// TextureImporter tImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter;
// if (tImporter != null)
// {
// tImporter.isReadable = enable;
// tImporter.SaveAndReimport();
// }
//}
private Texture2D ScaleTexture(Texture2D source, int targetWidth, int targetHeight)
{
targetWidth = Mathf.ClosestPowerOfTwo(targetWidth);
targetHeight = Mathf.ClosestPowerOfTwo(targetHeight);
Texture2D result = new Texture2D(targetWidth, targetHeight, source.format, true);
Color[] scaledPixels = result.GetPixels(0);
float incX = ((float)1 / source.width) * ((float)source.width / targetWidth);
float incY = ((float)1 / source.height) * ((float)source.height / targetHeight);
for (int px = 0; px < scaledPixels.Length; px++) scaledPixels[px] = source.GetPixelBilinear(incX * ((float)px % targetWidth), incY * (float)Mathf.Floor(px / targetWidth));
result.SetPixels(scaledPixels, 0);
result.Apply();
return result;
}
public void RecalculateEditorTexture()
{
Color[] pixels = cleanEditorTex.GetPixels();
int texWidth = cleanEditorTex.width;
int texHeight = cleanEditorTex.height;
ComputeImageColorFilters(pixels);
editorTex = new Texture2D(texWidth, texHeight);
editorTex.SetPixels(pixels);
editorTex.Apply();
}
private void ComputeImageColorFilters(Color[] pixels)
{
float cosHsv = values.saturation * Mathf.Cos(values.hue * 3.14159265f / 180f);
float sinHsv = values.saturation * Mathf.Sin(values.hue * 3.14159265f / 180f);
for (int i = 0; i < pixels.Length; i++)
{
pixels[i].r = Mathf.Clamp01(((pixels[i].r - 0.5f) * values.contrast) + 0.5f);
pixels[i].g = Mathf.Clamp01(((pixels[i].g - 0.5f) * values.contrast) + 0.5f);
pixels[i].b = Mathf.Clamp01(((pixels[i].b - 0.5f) * values.contrast) + 0.5f);
pixels[i] = new Color(Mathf.Clamp01(pixels[i].r * (1 + values.brightness)), Mathf.Clamp01(pixels[i].g * (1 + values.brightness)), Mathf.Clamp01(pixels[i].b * (1 + values.brightness)), pixels[i].a);
pixels[i].r = Mathf.Pow(Mathf.Abs(pixels[i].r), values.gamma);
pixels[i].g = Mathf.Pow(Mathf.Abs(pixels[i].g), values.gamma);
pixels[i].b = Mathf.Pow(Mathf.Abs(pixels[i].b), values.gamma);
pixels[i].r = Mathf.Clamp01(pixels[i].r * Mathf.Pow(2, values.exposure));
pixels[i].g = Mathf.Clamp01(pixels[i].g * Mathf.Pow(2, values.exposure));
pixels[i].b = Mathf.Clamp01(pixels[i].b * Mathf.Pow(2, values.exposure));
pixels[i] *= values.editorColorTint;
Color hueShiftColor = pixels[i];
hueShiftColor.r = Mathf.Clamp01((.299f + .701f * cosHsv + .168f * sinHsv) * pixels[i].r + (.587f - .587f * cosHsv + .330f * sinHsv) * pixels[i].g + (.114f - .114f * cosHsv - .497f * sinHsv) * pixels[i].b);
hueShiftColor.g = Mathf.Clamp01((.299f - .299f * cosHsv - .328f * sinHsv) * pixels[i].r + (.587f + .413f * cosHsv + .035f * sinHsv) * pixels[i].g + (.114f - .114f * cosHsv + .292f * sinHsv) * pixels[i].b);
hueShiftColor.b = Mathf.Clamp01((.299f - .3f * cosHsv + 1.25f * sinHsv) * pixels[i].r + (.587f - .588f * cosHsv - 1.05f * sinHsv) * pixels[i].g + (.114f + .886f * cosHsv - .203f * sinHsv) * pixels[i].b);
pixels[i] = hueShiftColor;
if (values.invert) pixels[i] = new Color(1 - pixels[i].r, 1 - pixels[i].g, 1 - pixels[i].b, pixels[i].a);
if (values.greyscale || values.fullWhite || values.alphaGreyscale)
{
float greyScale = pixels[i].r * 0.59f + pixels[i].g * 0.3f + pixels[i].b * 0.11f;
if (values.fullWhite) pixels[i] = new Color(1, 1, 1, greyScale);
else if (values.greyscale) pixels[i] = new Color(greyScale, greyScale, greyScale, pixels[i].a);
if (values.alphaGreyscale) pixels[i] = new Color(pixels[i].r, pixels[i].g, pixels[i].b, greyScale);
}
if (values.alphaIsOne) pixels[i] = new Color(pixels[i].r, pixels[i].g, pixels[i].b, 1f);
if (values.blackBackground)
{
if (pixels[i].a < 0.05f) pixels[i] = new Color(pixels[i].a, pixels[i].a, pixels[i].a, 1);
else pixels[i] = new Color(pixels[i].r, pixels[i].g, pixels[i].b, 1);
}
}
}
public void FlipEditorTexture(bool isHorizontal)
{
Color[] pixels = editorTex.GetPixels();
Color[] pixelsClean = cleanEditorTex.GetPixels();
int texWidth = editorTex.width;
int texHeight = editorTex.height;
if (isHorizontal)
{
pixels = FlipHorizontal(pixels, texWidth, texHeight);
pixelsClean = FlipHorizontal(pixelsClean, texWidth, texHeight);
values.isFlipHorizontal = !values.isFlipHorizontal;
}
else
{
pixels = FlipVertical(pixels, texWidth, texHeight);
pixelsClean = FlipVertical(pixelsClean, texWidth, texHeight);
values.isFlipVertical = !values.isFlipVertical;
}
editorTex = new Texture2D(texWidth, texHeight);
editorTex.SetPixels(pixels);
editorTex.Apply();
cleanEditorTex = new Texture2D(texWidth, texHeight);
cleanEditorTex.SetPixels(pixelsClean);
cleanEditorTex.Apply();
}
private Color[] FlipHorizontal(Color[] pixels, int width, int height)
{
Color[] outputPixels = new Color[pixels.Length];
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
int i1 = GetPixelIndex(x, y, width);
int i2 = GetPixelIndex(width - 1 - x, y, width);
outputPixels[i1] = pixels[i2];
}
}
return outputPixels;
}
private Color[] FlipVertical(Color[] pixels, int width, int height)
{
Color[] outputPixels = new Color[pixels.Length];
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
int i1 = GetPixelIndex(x, y, width);
int i2 = GetPixelIndex(x, height - 1 - y, width);
outputPixels[i1] = pixels[i2];
}
}
return outputPixels;
}
private int GetPixelIndex(int x, int y, int width)
{
return y * width + x;
}
public void RotateEditorTextureLeft()
{
Color[] pixels = editorTex.GetPixels();
Color[] pixelsClean = cleanEditorTex.GetPixels();
int texWidth = editorTex.width;
int texHeight = editorTex.height;
pixels = RotateClockWise(pixels, texWidth, texHeight);
pixelsClean = RotateClockWise(pixelsClean, texWidth, texHeight);
editorTex = new Texture2D(texHeight, texWidth); //Width and Height get swapped to account for rotation
editorTex.SetPixels(pixels);
editorTex.Apply();
cleanEditorTex = new Texture2D(texHeight, texWidth); //Width and Height get swapped to account for rotation
cleanEditorTex.SetPixels(pixelsClean);
cleanEditorTex.Apply();
values.rotationAmount = (values.rotationAmount + 1) % 4;
}
public Color[] RotateClockWise(Color[] pixels, int width, int height)
{
Color[] outputPixels = new Color[pixels.Length];
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
int i1 = GetPixelIndex(x, height - y - 1, width);
int i2 = GetPixelIndex(y, x, height);
outputPixels[i2] = pixels[i1];
}
}
return outputPixels;
}
private void ComputeFinalTexture()
{
Color[] pixels;
int texWidth, texHeight;
for (int i = 0; i < values.rotationAmount; i++)
{
texWidth = editorTexInput.width;
texHeight = editorTexInput.height;
pixels = editorTexInput.GetPixels();
pixels = RotateClockWise(pixels, texWidth, texHeight);
editorTexInput = new Texture2D(texHeight, texWidth);
editorTexInput.SetPixels(pixels);
editorTexInput.Apply();
}
pixels = editorTexInput.GetPixels();
texWidth = editorTexInput.width;
texHeight = editorTexInput.height;
if (values.isFlipHorizontal)
{
pixels = FlipHorizontal(pixels, texWidth, texHeight);
}
if (values.isFlipVertical)
{
pixels = FlipVertical(pixels, texWidth, texHeight);
}
ComputeImageColorFilters(pixels);
editorTexInput = new Texture2D(texWidth, texHeight);
editorTexInput.SetPixels(pixels);
editorTexInput.Apply();
if (Math.Abs(values.exportScale - 1f) > 0.05f)
{
editorTexInput = ScaleTexture(editorTexInput, (int)(texWidth * values.exportScale), (int)(texHeight * values.exportScale));
}
}
public void SaveAsPNG()
{
string fullPath = AssetDatabase.GetAssetPath(editorTexInput);
string path = fullPath.Replace(Path.GetFileName(fullPath), "");
fullPath = AssetDatabase.GenerateUniqueAssetPath(fullPath);
string fileName = fullPath.Replace(path, "");
fileName = fileName.Replace(".png", "");
fullPath = EditorUtility.SaveFilePanel("Save Image", path, fileName, "png");
if (fullPath.Length == 0)
{
return;
}
string pingPath = fullPath;
ComputeFinalTexture();
byte[] bytes = editorTexInput.EncodeToPNG();
File.WriteAllBytes(pingPath, bytes);
AssetDatabase.ImportAsset(pingPath);
AssetDatabase.Refresh();
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(pingPath, typeof(Texture)));
EditorUtils.ShowNotification("Edited Image saved to: " + fullPath);
editorTexInput = null;
editorTex = null;
cleanEditorTex = null;
SetTextureEditorDefaultValues();
}
private void SetTextureEditorDefaultValues()
{
values.SetDefault();
}
}
}
@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: 0d7236daca41e9541a940c4cb32fca47
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 316173
packageName: All In 1 3D-Shader
packageVersion: 2.72
assetPath: Assets/Plugins/AllIn13DShader/Editor/Tools/TextureEditorTool.cs
uploadId: 865720
@@ -0,0 +1,52 @@
using UnityEngine;
namespace AllIn13DShader
{
public class TextureEditorValues
{
public Color editorColorTint;
public float brightness;
public float contrast;
public float gamma;
public float exposure;
public float saturation;
public float hue;
public bool invert;
public bool greyscale;
public bool fullWhite;
public bool blackBackground;
public bool alphaGreyscale;
public bool alphaIsOne;
public bool showOriginalImage;
public bool isFlipHorizontal;
public bool isFlipVertical;
public int rotationAmount;
public float exportScale;
public TextureEditorValues()
{
SetDefault();
}
public void SetDefault()
{
editorColorTint = Color.white;
brightness = 0f;
contrast = 1f;
gamma = 1f;
exposure = 0f;
saturation = 1f;
hue = 0f;
invert = false;
greyscale = false;
fullWhite = false;
blackBackground = false;
alphaGreyscale = false;
showOriginalImage = false;
isFlipHorizontal = false;
isFlipVertical = false;
rotationAmount = 0;
exportScale = 1f;
}
}
}
@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: 32d12b4e3bfea4e42bca81b1abfb8e7b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 316173
packageName: All In 1 3D-Shader
packageVersion: 2.72
assetPath: Assets/Plugins/AllIn13DShader/Editor/Tools/TextureEditorValues.cs
uploadId: 865720