Unity里获取Material里所有的Texture

Unity里获取Material里所有的Texture

背景:通过Material获取Texture的接口有:Material.mainTexture, Material.GetTexture(string propertyName); 但没有一个接口可以直接获取Material的所有textures.

解决方法一:

利用资源依赖, EditorUtility .   CollectDependencies ()。

static string [] GetMaterialTexturePaths( Material _mat )
	{
		List<string > results = new List <string>();
		Object[] roots = new Object[] { _mat };
		Object[] dependObjs = EditorUtility. CollectDependencies(roots );
		foreach (Object dependObj in dependObjs )
		{
			if (dependObj .GetType() == typeof(Texture2D ))
			{
				string texpath = AssetDatabase.GetAssetPath (dependObj. GetInstanceID());
				results.Add (texpath);
			}
		}
		return results .ToArray();
	}

解决方法二:

利用序列化,得到Shader的Property,从而得到Shader里Texture相关的PropertyName。 Unity4.1版本以上,ShaderUtil已经提供相应接口。

static string[] GetCertainMaterialTexturePaths(Material _mat)
	{
		List<string > results = new List<string >();

		Shader shader = _mat.shader;
		for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); ++i)
		{
			if (ShaderUtil .GetPropertyType(shader, i) == ShaderUtil.ShaderPropertyType .TexEnv)
			{
				string propertyName = ShaderUtil .GetPropertyName(shader, i);
				Texture tex = _mat.GetTexture(propertyName);
				string texPath = AssetDatabase .GetAssetPath(tex.GetInstanceID());
				results.Add(texPath);
			}
		}

		return results.ToArray();
	}
对于ShaderUtil不提供对外接口的低版本,还有方法,参考 http://answers.unity3d.com/questions/179255/a-way-to-iterateenumerate-shader-properties.html
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using System.IO;
using System.Collections;
 
public static class ShaderUtilInterface
{
	public static Dictionary<string, MethodInfo> methods = new Dictionary<string, MethodInfo>();
 
	static ShaderUtilInterface()
	{
		var asm = AppDomain.CurrentDomain.GetAssemblies().FirstOrDefault(a=>a.GetTypes().Any(t=>t.Name == "ShaderUtil"));
		if(asm != null)
		{
			var tp = asm.GetTypes().FirstOrDefault(t=>t.Name == "ShaderUtil");
			foreach(var method in tp.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static))
			{
				methods[method.Name] = method;
			}
		}
	}
 
	public static List<Texture> GetTextures(this Material shader)
	{
		var list = new List<Texture>();
		var count = shader.GetPropertyCount();
		for(var i = 0; i < count; i++)
		{
			if(shader.GetPropertyType(i)==4)
			{
				list.Add((Texture)shader.GetProperty(i));
			}
		}
		return list;
	}
 
	public static int GetPropertyCount(this Material shader)
	{
		return Call<int>("GetPropertyCount", shader.shader);
	}
 
	public static int GetPropertyType(this Material shader, int index)
	{
		return Call<int>("GetPropertyType", shader.shader, index);
	}
 
	public static string GetPropertyName(this Material shader, int index)
	{
		return Call<string>("GetPropertyName", shader.shader, index);
	}
 
	public static void SetProperty(this Material material, int index, object value)
	{
		var name = material.GetPropertyName(index);
		var type = material.GetPropertyType(index);
		switch(type)
		{
		case 0:
			material.SetColor(name, (Color)value);
			break;
		case 1:
			material.SetVector(name, (Vector4) value);
			break;
		case 2:
			material.SetFloat(name, (float)value);
			break;
		case 3:
			material.SetFloat(name, (float)value);
			break;
		case 4:
			material.SetTexture(name, (Texture) value);
			break;
		}
	}
 
 
 
	public static object GetProperty(this Material material, int index)
	{
		var name = material.GetPropertyName(index);
		var type = material.GetPropertyType(index);
		switch(type)
		{
		case 0:
			return material.GetColor(name);
 
		case 1:
			return material.GetVector(name);
 
 
		case 2:
		case 3:
			return material.GetFloat(name);
 
		case 4:
			return material.GetTexture(name);
 
		}
	return null;
	}
 
	public static T Call<T>(string name, params object[] parameters)
	{
		return (T)methods[name].Invoke(null, parameters);
	}
 
}
原文地址:https://www.cnblogs.com/muyouking/p/6531829.html