Created
November 28, 2016 04:14
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Gradient Texture2D Generator for Unity.
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using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
using System.IO; | |
using System.Collections; | |
namespace mattatz.Utils { | |
public class GradientTexGen { | |
public static Texture2D Create (Gradient grad, int width = 32, int height = 1) { | |
var gradTex = new Texture2D(width, height, TextureFormat.ARGB32, false); | |
gradTex.filterMode = FilterMode.Bilinear; | |
float inv = 1f / (width - 1); | |
for (int y = 0; y < height; y++) { | |
for (int x = 0; x < width; x++) { | |
var t = x * inv; | |
Color col = grad.Evaluate(t); | |
gradTex.SetPixel(x, y, col); | |
} | |
} | |
gradTex.Apply(); | |
return gradTex; | |
} | |
} | |
#if UNITY_EDITOR | |
public class GradientTexCreator : EditorWindow { | |
[SerializeField] Gradient gradient; | |
[SerializeField] int width = 128; | |
[SerializeField] int height = 16; | |
[SerializeField] string fileName = "Gradient"; | |
[MenuItem("Custom/GradientTex")] | |
static void Init() { | |
EditorWindow.GetWindow(typeof(GradientTexCreator)); | |
} | |
void OnGUI () { | |
EditorGUI.BeginChangeCheck(); | |
SerializedObject so = new SerializedObject(this); | |
EditorGUILayout.PropertyField(so.FindProperty("gradient"), true, null); | |
if (EditorGUI.EndChangeCheck()) { | |
so.ApplyModifiedProperties(); | |
} | |
using (new GUILayout.HorizontalScope()) { | |
GUILayout.Label("width", GUILayout.Width(80f)); | |
int.TryParse(GUILayout.TextField(width.ToString(), GUILayout.Width(120f)), out width); | |
} | |
using (new GUILayout.HorizontalScope()) { | |
GUILayout.Label("height", GUILayout.Width(80f)); | |
int.TryParse(GUILayout.TextField(height.ToString(), GUILayout.Width(120f)), out height); | |
} | |
using (new GUILayout.HorizontalScope()) { | |
GUILayout.Label("name", GUILayout.Width(80f)); | |
fileName = GUILayout.TextField(fileName, GUILayout.Width(120f)); | |
GUILayout.Label(".png"); | |
} | |
if(GUILayout.Button("Save")) { | |
string path = EditorUtility.SaveFolderPanel("Select an output path", "", ""); | |
if(path.Length > 0) { | |
var tex = GradientTexGen.Create(gradient, width, height); | |
byte[] pngData = tex.EncodeToPNG(); | |
File.WriteAllBytes(path + "/" + fileName + ".png", pngData); | |
AssetDatabase.Refresh(); | |
} | |
} | |
} | |
} | |
#endif | |
} | |
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I found a bug with this code.
Line 17 should actually be: float inv = 1f / width;
It was showing one pixel of the gradient on the other side of the image. Other than that, Thanks.