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Unityでキューブマップのテクスチャを取り出すエディタスクリプト
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using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
using System.Collections; | |
public class GetCubemapTextureEditor : Editor | |
{ | |
public static void FlipXY(Color[] pixels, int width, int height) | |
{ | |
for (int i = 0; i < height / 2; i++) | |
{ | |
for (int j = 0; j < width; j++) | |
{ | |
int p = i * width + j; | |
int q = (height - i - 1) * width + (width - j - 1); | |
Color t = pixels[p]; | |
pixels[p] = pixels[q]; | |
pixels[q] = t; | |
} | |
} | |
} | |
[MenuItem("Editor/Get Cubemap Texture")] | |
public static void GetCubemapTexture() | |
{ | |
Cubemap cubemap = Selection.activeObject as Cubemap; | |
if (cubemap) | |
{ | |
int width = cubemap.width; | |
int height = cubemap.height; | |
Texture2D[] textures = new Texture2D[6]; | |
for (int i = 0; i < 6; i++) | |
{ | |
Color[] p = cubemap.GetPixels((CubemapFace)i); | |
FlipXY(p, width, height); | |
textures[i] = new Texture2D(width, height); | |
textures[i].SetPixels(p); | |
textures[i].name = cubemap.name + "_" + i.ToString(); | |
string path = Path.GetDirectoryName(AssetDatabase.GetAssetPath(cubemap)) + "/" + textures[i].name + ".png"; | |
byte[] bytes = textures[i].EncodeToPNG(); | |
File.WriteAllBytes(path, bytes); | |
bytes = null; | |
} | |
AssetDatabase.SaveAssets(); | |
AssetDatabase.Refresh(); | |
} | |
} | |
} |
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