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@Cyanilux
Last active October 17, 2023 12:00
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EditorWindow for creating & editing Texture 2D Arrays. Note : All textures must have same width/height, mipmap count and format/compression type! (Place in an "Editor" folder inside assets, go to Window -> "Create Texture2DArray")
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using System.IO;
public class Tex2DArrayCreator : EditorWindow {
private string fileName;
private List<Texture2D> textures = new List<Texture2D>();
private bool mipmapsEnabled = true;
private ReorderableList reorderableList;
private Texture2DArray loadTexture2DArray;
private List<Texture2D> tempLoadedTextures = new List<Texture2D>();
[MenuItem("Window/Create Texture2DArray")]
static void Init() {
// Get/Create EditorWindow
Tex2DArrayCreator window = (Tex2DArrayCreator) GetWindow(typeof(Tex2DArrayCreator));
window.Show();
}
void OnGUI() {
EditorGUILayout.LabelField("Load Existing Texture2DArray Asset", EditorStyles.boldLabel);
// Load
loadTexture2DArray = (Texture2DArray)EditorGUILayout.ObjectField(loadTexture2DArray, typeof(Texture2DArray), false);
if (GUILayout.Button("Load") && loadTexture2DArray != null) {
if (textures.Count != 0) {
if (!EditorUtility.DisplayDialog("Load Texture2DArray",
"Warning : This will override textures in the list!",
"Load!", "Cancel!")) {
return;
}
}
LoadTexturesFromTex2DArray();
}
GUILayout.Space(5);
EditorGUILayout.LabelField("Texture Array Slices", EditorStyles.boldLabel);
// Texture List
reorderableList.DoLayoutList();
// Settings
GUILayout.Space(5);
GUILayout.Label("Save Texture2DArray Asset", EditorStyles.boldLabel);
fileName = EditorGUILayout.TextField("File Name", fileName);
mipmapsEnabled = GUILayout.Toggle(mipmapsEnabled, "Mip Maps Enabled?");
// Save
if (GUILayout.Button("Save (in Assets)") && textures.Count > 0) {
SaveTexture2DArray();
}
if (loadTexture2DArray != null) {
if (GUILayout.Button("Override Existing Texture2DArray Asset") && textures.Count > 0) {
if (!EditorUtility.DisplayDialog("Override Existing Texture2DArray Asset",
"Warning : Are you sure you want to override the existing Texture2DArray asset?",
"Override!", "Cancel!")) {
return;
}
SaveTexture2DArray(true);
}
}
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
EditorStyles.label.wordWrap = true;
EditorGUILayout.LabelField("Note : The first texture is used to determine the size and format of the array. " +
"All textures must have same width/height, same mipmap count, and use the same format " +
"/ compression type to correctly handle copying! (Crunch compression not supported)", EditorStyles.label);
}
private void SaveTexture2DArray(bool overrideLoadedAsset = false) {
Texture2D tex0 = textures[0];
UnityEngine.Experimental.Rendering.TextureCreationFlags flags = mipmapsEnabled ?
UnityEngine.Experimental.Rendering.TextureCreationFlags.MipChain :
UnityEngine.Experimental.Rendering.TextureCreationFlags.None;
int mipmapCount = mipmapsEnabled ? tex0.mipmapCount : 1;
Texture2DArray tex2dArray = new Texture2DArray(tex0.width, tex0.height, textures.Count, tex0.graphicsFormat, flags, mipmapCount);
for (int i = 0; i < textures.Count; i++) {
Texture2D tex = textures[i];
if (!mipmapsEnabled) {
// Copy only Mip0
Graphics.CopyTexture(tex, 0, 0, tex2dArray, i, 0);
} else {
// Copy all Mips
Graphics.CopyTexture(tex, 0, tex2dArray, i);
}
}
string assetPath = "Assets/" + Path.GetFileNameWithoutExtension(fileName) + ".asset";
Object existingAsset;
if (overrideLoadedAsset) {
existingAsset = loadTexture2DArray;
if (existingAsset == null) {
Debug.LogError("Attempted to override existing Texture2DArray asset, but it is null?");
}
} else {
existingAsset = AssetDatabase.LoadAssetAtPath<Object>(assetPath);
if (existingAsset != null) {
if (!EditorUtility.DisplayDialog("Save Texture2DArray",
"Warning : Asset with that name already exists, override it?",
"Override!", "Cancel!")) {
return;
}
}
}
if (existingAsset == null) {
AssetDatabase.CreateAsset(tex2dArray, assetPath);
} else {
EditorUtility.CopySerialized(tex2dArray, existingAsset);
}
AssetDatabase.SaveAssets();
}
private void LoadTexturesFromTex2DArray() {
CleanupTempTextures();
int width = loadTexture2DArray.width;
int height = loadTexture2DArray.height;
UnityEngine.Experimental.Rendering.GraphicsFormat graphicsFormat = loadTexture2DArray.graphicsFormat;
int mipMapCount = loadTexture2DArray.mipmapCount;
UnityEngine.Experimental.Rendering.TextureCreationFlags flags = (loadTexture2DArray.mipmapCount > 1) ?
UnityEngine.Experimental.Rendering.TextureCreationFlags.MipChain :
UnityEngine.Experimental.Rendering.TextureCreationFlags.None;
textures.Clear();
for (int i = 0; i < loadTexture2DArray.depth; i++) {
Texture2D temp = new Texture2D(width, height, graphicsFormat, mipMapCount, flags);
Graphics.CopyTexture(loadTexture2DArray, i, temp, 0);
tempLoadedTextures.Add(temp);
textures.Add(temp);
}
}
private void CleanupTempTextures() {
for (int i = tempLoadedTextures.Count - 1; i >= 0; i--) {
DestroyImmediate(tempLoadedTextures[i]);
}
tempLoadedTextures.Clear();
}
private void OnEnable() {
// Create Reorderable List
reorderableList = new ReorderableList(textures, typeof(Texture2D));
reorderableList.elementHeight = 52;
reorderableList.drawHeaderCallback = DrawHeader;
reorderableList.drawElementCallback = DrawElement;
reorderableList.onAddCallback = OnAdd;
reorderableList.onRemoveCallback = OnRemove;
}
private void OnDisable() {
CleanupTempTextures();
}
// List Callbacks
private void DrawHeader(Rect rect) {
EditorGUI.LabelField(rect, "Textures");
}
private void DrawElement(Rect rect, int index, bool active, bool focus) {
Rect r = new Rect(rect.x, rect.y, 50, 50);
Texture2D tex = textures[index];
textures[index] = (Texture2D)EditorGUI.ObjectField(r, tex, typeof(Texture2D), false);
if (tex != null) {
r = new Rect(rect.x + 52, rect.y, rect.width - 52, 15);
EditorGUI.LabelField(r, "Width : " + tex.width + " Height : " + tex.height);
r = new Rect(rect.x + 52, rect.y + 15, rect.width - 52, 15);
EditorGUI.LabelField(r, "Mipmap Count : " + tex.mipmapCount);
r = new Rect(rect.x + 52, rect.y + 30, rect.width - 52, 15);
EditorGUI.LabelField(r, "Format : " + tex.format);
}
}
private void OnAdd(ReorderableList list) {
textures.Add(Texture2D.whiteTexture);
}
private void OnRemove(ReorderableList list) {
textures.RemoveAt(list.index);
}
}
@nukadelic
Copy link

I would suggest adding scroll view , right now if i would add / load an atlas with 16 textures , the GUI will be larger then my screen i can't expand the window enough to see the button on the bottom

    Vector2 scroll;
    void OnGUI()
    {
        scroll = GUILayout.BeginScrollView(scroll);
        // ... 
        GUILayout.EndScrollView();
    }

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