Created
March 14, 2023 16:51
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writing a compressed texture that's loaded in memory to disk
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using System.IO; | |
using UnityEditor; | |
using UnityEngine; | |
public class test : EditorWindow | |
{ | |
[MenuItem("CONTEXT/Material/Rip Texture")] | |
static void GetTexture(MenuCommand command) | |
{ | |
Material m = command.context as Material; | |
Texture x = m.GetTexture("_TextureName"); | |
Texture2D y = x as Texture2D; | |
Texture2D tex = new Texture2D(x.width, x.height, TextureFormat.ARGB32, false); | |
RenderTexture a = RenderTexture.GetTemporary(x.width, x.height, 0, RenderTextureFormat.ARGB32); | |
Graphics.Blit(y, a); | |
RenderTexture.active = a; | |
tex.ReadPixels(new Rect(0, 0, x.width, x.height), 0, 0); | |
byte[] bytes = tex.EncodeToPNG(); | |
File.WriteAllBytes(Application.dataPath + "/tex.png", bytes); | |
RenderTexture.ReleaseTemporary(a); | |
} | |
} |
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