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Last active April 17, 2024 15:53
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Unity asset post processor for converting images to Signed Distance Fields on import
/// By Matt Davis @mattdavisgames
/// Requires "SDF Toolkit Free" (or paid) by Catlike Coding (Jasper Flick)
/// Render using TextMeshPro/Distance Field SSD shader (res 512, gradient scale 52.2) (gradient scale = res * paddingRatio + 1)
///
/// Original image must include a margin of ~10% (or paddingRatio) of the image resolution, to accomodate SDF gradient.
using UnityEditor;
using UnityEngine;
using CatlikeCoding.SDFToolkit;
public class SdfPostProcessor : AssetPostprocessor {
// Run after the default post processor. (especially after xBRZ)
public override int GetPostprocessOrder() {
return 10;
}
// After the texture is imported.
// This occurs after "max size" is applied, meaning the process is "downscale -> convert to sdf" rather than "convert to sdf -> downscale".
// Not sure whether this makes a significant difference.
public void OnPostprocessTexture(Texture2D texture) {
// Import texture as sdf
var toLower = assetPath.ToLower();
if (toLower.Contains("_tosdf")) {
var newResString = toLower.Split("_tosdf")[1].Split(new char[] { '.', '_' })[0];
var resize = int.TryParse(newResString, out var newRes);
var paddingRatio = 0.1f;
// Check the path for a "padding" value
if (toLower.Contains("_padding")) {
// There must be an underscore after padding value (to differentiate decimal point from file extension)
var paddingString = toLower.Split("_padding")[1].Split(new char[] { '_' })[0];
if (float.TryParse(paddingString, out var paddingArg)) {
paddingRatio = paddingArg;
}
}
var dest = new Texture2D(texture.width, texture.height, texture.format, false);
// TMP padding value is GradientScale - 1
// Catlike Coding SDF generator padding value is TMPpadding + 0.5.
var padding = ((texture.width + texture.height) * 0.5f) * paddingRatio - 1f + 0.5f;
SDFTextureGenerator.Generate(texture, dest, padding, padding, 0, RGBFillMode.Source);
texture.SetPixels(dest.GetPixels(0), 0);
texture.Apply();
if (resize) {
// Maintain aspect ratio of texture. Use newRes as the longer dimension.
var denominator = Mathf.Max(texture.width, texture.height);
ResizeTool.Resize(texture, (texture.width * newRes) / denominator, (texture.height * newRes) / denominator, texture.mipmapCount > 1, FilterMode.Bilinear);
}
}
}
}
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