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Dump all Unity3d Editor GUI skin textures as images
using UnityEngine;
using System.IO;
using UnityEditor;
public static class DumpEditorTextures
{
const string AssetsFolder = "Assets";
const string TexturesDestFolderNamePro = "TexturesPro";
const string TexturesDestFolderNameNormal = "TexturesNormal";
static readonly string TexturesDestPathPro = Path.Combine(AssetsFolder, TexturesDestFolderNamePro);
static readonly string TexturesDestPathNormal = Path.Combine(AssetsFolder, TexturesDestFolderNameNormal);
public class DumperWindow : EditorWindow
{
[MenuItem("Window/Editor Textures Dumper")]
static void Init()
{
// Get existing open window or if none, make a new one:
DumperWindow window = (DumperWindow) EditorWindow.GetWindow(typeof(DumperWindow));
window.Show();
}
void OnGUI()
{
if (GUILayout.Button("Dump Textures"))
{
CreateFolders();
DumpAllTextures();
AssetDatabase.Refresh();
}
}
static void CreateFolders()
{
if (!AssetDatabase.IsValidFolder(TexturesDestPathPro))
{
AssetDatabase.CreateFolder(AssetsFolder, TexturesDestFolderNamePro);
}
if (!AssetDatabase.IsValidFolder(TexturesDestPathNormal))
{
AssetDatabase.CreateFolder(AssetsFolder, TexturesDestFolderNameNormal);
}
}
void DumpAllTextures()
{
var path = EditorGUIUtility.isProSkin ? TexturesDestPathPro : TexturesDestPathNormal;
SaveDefaultStyleTextures(path);
foreach (var style in GUI.skin.customStyles)
{
SaveStyleTextures(style, path);
}
}
static void SaveStyleTextures(GUIStyle style, string path)
{
DumpEditorTextures.SaveTexture(style.normal.background, path);
DumpEditorTextures.SaveTexture(style.hover.background, path);
DumpEditorTextures.SaveTexture(style.active.background, path);
DumpEditorTextures.SaveTexture(style.focused.background, path);
DumpEditorTextures.SaveTexture(style.onNormal.background, path);
DumpEditorTextures.SaveTexture(style.onHover.background, path);
DumpEditorTextures.SaveTexture(style.onActive.background, path);
DumpEditorTextures.SaveTexture(style.onFocused.background, path);
}
void SaveDefaultStyleTextures(string path)
{
SaveStyleTextures(GUI.skin.box, path);
SaveStyleTextures(GUI.skin.button, path);
SaveStyleTextures(GUI.skin.toggle, path);
SaveStyleTextures(GUI.skin.label, path);
SaveStyleTextures(GUI.skin.textArea, path);
SaveStyleTextures(GUI.skin.textField, path);
SaveStyleTextures(GUI.skin.window, path);
SaveStyleTextures(GUI.skin.horizontalSlider, path);
SaveStyleTextures(GUI.skin.horizontalSliderThumb, path);
SaveStyleTextures(GUI.skin.verticalSlider, path);
SaveStyleTextures(GUI.skin.verticalSliderThumb, path);
SaveStyleTextures(GUI.skin.horizontalScrollbar, path);
SaveStyleTextures(GUI.skin.horizontalScrollbarThumb, path);
SaveStyleTextures(GUI.skin.horizontalScrollbarLeftButton, path);
SaveStyleTextures(GUI.skin.horizontalScrollbarRightButton, path);
SaveStyleTextures(GUI.skin.verticalScrollbar, path);
SaveStyleTextures(GUI.skin.verticalScrollbarThumb, path);
SaveStyleTextures(GUI.skin.verticalScrollbarUpButton, path);
SaveStyleTextures(GUI.skin.verticalScrollbarDownButton, path);
SaveStyleTextures(GUI.skin.scrollView, path);
}
}
// Credits: https://support.unity3d.com/hc/en-us/articles/206486626-How-can-I-get-pixels-from-unreadable-textures-
public static void SaveTexture(Texture2D tex, string path)
{
if (tex == null)
{
return;
}
// Create a temporary RenderTexture of the same size as the texture
RenderTexture tmp = RenderTexture.GetTemporary(
tex.width,
tex.height,
0,
RenderTextureFormat.Default,
RenderTextureReadWrite.Linear);
// Blit the pixels on texture to the RenderTexture
Graphics.Blit(tex, tmp);
// Backup the currently set RenderTexture
RenderTexture previous = RenderTexture.active;
// Set the current RenderTexture to the temporary one we created
RenderTexture.active = tmp;
// Create a new readable Texture2D to copy the pixels to it
Texture2D toSave = new Texture2D(tex.width, tex.height);
// Copy the pixels from the RenderTexture to the new Texture
toSave.ReadPixels(new Rect(0, 0, tmp.width, tmp.height), 0, 0);
toSave.Apply();
// Reset the active RenderTexture
RenderTexture.active = previous;
// Release the temporary RenderTexture
RenderTexture.ReleaseTemporary(tmp);
byte[] bytes = toSave.EncodeToPNG();
var fileName = string.Format("{0}-{1}.png", tex.name, tex.GetInstanceID());
var filePath = Path.Combine(path, fileName);
File.WriteAllBytes(filePath, bytes);
}
}
@aauty82

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@aauty82 aauty82 commented Jan 3, 2021

Very useful, thanks!

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