249 lines
9.5 KiB
C#
249 lines
9.5 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using System.IO;
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public class MaterialAndTextureTool : EditorWindow
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{
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private GameObject targetPrefab;
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private string materialOutputPath = "Assets/DuplicatedMaterials";
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private string textureOutputPath = "Assets/DuplicatedTextures";
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private Dictionary<string, List<Material>> duplicateMaterialMap = new Dictionary<string, List<Material>>();
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private Dictionary<string, List<Texture>> duplicateTextureMap = new Dictionary<string, List<Texture>>();
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private Dictionary<Material, Material> materialCopies = new Dictionary<Material, Material>();
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private Dictionary<Texture, Texture> textureCopies = new Dictionary<Texture, Texture>();
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private HashSet<Material> collectedMaterials = new HashSet<Material>();
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private HashSet<Texture> collectedTextures = new HashSet<Texture>();
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private Vector2 scroll;
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[MenuItem("Tools/Utilities/Material & Texture Tool")]
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public static void ShowWindow()
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{
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var window = GetWindow<MaterialAndTextureTool>("MatTex Tool");
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window.minSize = new Vector2(600, 500);
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}
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private void OnGUI()
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{
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GUILayout.Label("\uD83C\uDF1F 머테리얼 & 텍스처 유틸리티", EditorStyles.boldLabel);
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targetPrefab = (GameObject)EditorGUILayout.ObjectField("\uD83D\uDCE6 타겟 프리팹", targetPrefab, typeof(GameObject), true);
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materialOutputPath = EditorGUILayout.TextField("\uD83D\uDCC2 머테리얼 저장 경로", materialOutputPath);
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textureOutputPath = EditorGUILayout.TextField("\uD83D\uDCC2 텍스처 저장 경로", textureOutputPath);
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if (GUILayout.Button("\uD83D\uDCCB 중복 이름 검사")) CollectDuplicates();
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if (GUILayout.Button("\uD83D\uDD04 중복 이름 자동 변경")) RenameDuplicateAssets();
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if (GUILayout.Button("\uD83D\uDD04 머테리얼 및 텍스처 복사")) DuplicateMaterialsAndTextures();
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scroll = EditorGUILayout.BeginScrollView(scroll);
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GUILayout.Space(10);
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GUILayout.Label("\u26A0\uFE0F 중복된 이름의 머테리얼", EditorStyles.boldLabel);
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DrawDuplicateList(duplicateMaterialMap);
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GUILayout.Space(10);
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GUILayout.Label("\u26A0\uFE0F 중복된 이름의 텍스처", EditorStyles.boldLabel);
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DrawDuplicateList(duplicateTextureMap);
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GUILayout.Space(10);
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GUILayout.Label("\uD83D\uDD0D 참조된 모든 머테리얼", EditorStyles.boldLabel);
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foreach (var mat in collectedMaterials)
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{
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button(mat.name, GUILayout.Width(200)))
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{
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EditorGUIUtility.PingObject(mat);
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}
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EditorGUILayout.ObjectField(mat, typeof(Material), false);
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EditorGUILayout.EndHorizontal();
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}
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GUILayout.Space(10);
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GUILayout.Label("\uD83D\uDD0D 참조된 모든 텍스처", EditorStyles.boldLabel);
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foreach (var tex in collectedTextures)
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{
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button(tex.name, GUILayout.Width(200)))
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{
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EditorGUIUtility.PingObject(tex);
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}
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EditorGUILayout.ObjectField(tex, typeof(Texture), false);
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EditorGUILayout.EndHorizontal();
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}
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EditorGUILayout.EndScrollView();
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}
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void CollectDuplicates()
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{
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duplicateMaterialMap.Clear();
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duplicateTextureMap.Clear();
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collectedMaterials.Clear();
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collectedTextures.Clear();
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if (targetPrefab == null) return;
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HashSet<Material> seenMaterials = new HashSet<Material>();
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HashSet<Texture> seenTextures = new HashSet<Texture>();
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var renderers = targetPrefab.GetComponentsInChildren<Renderer>(true);
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foreach (var renderer in renderers)
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{
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foreach (var mat in renderer.sharedMaterials)
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{
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if (mat == null || seenMaterials.Contains(mat)) continue;
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seenMaterials.Add(mat);
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collectedMaterials.Add(mat);
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if (!duplicateMaterialMap.ContainsKey(mat.name))
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duplicateMaterialMap[mat.name] = new List<Material>();
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duplicateMaterialMap[mat.name].Add(mat);
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Shader shader = mat.shader;
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int count = ShaderUtil.GetPropertyCount(shader);
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for (int i = 0; i < count; i++)
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{
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string propName = ShaderUtil.GetPropertyName(shader, i);
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Texture tex = mat.GetTexture(propName);
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if (tex == null || seenTextures.Contains(tex)) continue;
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seenTextures.Add(tex);
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collectedTextures.Add(tex);
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if (!duplicateTextureMap.ContainsKey(tex.name))
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duplicateTextureMap[tex.name] = new List<Texture>();
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duplicateTextureMap[tex.name].Add(tex);
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}
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}
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}
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}
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void DrawDuplicateList<T>(Dictionary<string, List<T>> map) where T : Object
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{
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foreach (var pair in map)
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{
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if (pair.Value.Count < 2) continue;
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GUILayout.Label("\u26A0\uFE0F " + pair.Key + " (" + pair.Value.Count + "개)", GetRedStyle());
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foreach (var obj in pair.Value)
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{
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EditorGUILayout.ObjectField(obj, typeof(T), false);
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}
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}
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}
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void RenameDuplicateAssets()
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{
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Dictionary<string, int> renameCount = new Dictionary<string, int>();
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RenameAssetGroup(duplicateMaterialMap, ".mat", renameCount);
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RenameAssetGroup(duplicateTextureMap, null, renameCount);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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void RenameAssetGroup<T>(Dictionary<string, List<T>> map, string extOverride, Dictionary<string, int> counter) where T : Object
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{
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foreach (var pair in map)
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{
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if (pair.Value.Count < 2) continue;
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foreach (var obj in pair.Value)
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{
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string path = AssetDatabase.GetAssetPath(obj);
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if (string.IsNullOrEmpty(path)) continue;
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if (!counter.ContainsKey(pair.Key)) counter[pair.Key] = 1;
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else counter[pair.Key] += 1;
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string newName = pair.Key + "_" + counter[pair.Key];
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string result = AssetDatabase.RenameAsset(path, newName);
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if (result != "")
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{
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Debug.LogWarning("리네이밍 실패: " + result);
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}
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}
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}
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}
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void DuplicateMaterialsAndTextures()
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{
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if (targetPrefab == null) return;
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materialCopies.Clear();
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textureCopies.Clear();
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if (!AssetDatabase.IsValidFolder(materialOutputPath)) AssetDatabase.CreateFolder("Assets", "DuplicatedMaterials");
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if (!AssetDatabase.IsValidFolder(textureOutputPath)) AssetDatabase.CreateFolder("Assets", "DuplicatedTextures");
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Renderer[] renderers = targetPrefab.GetComponentsInChildren<Renderer>(true);
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foreach (var renderer in renderers)
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{
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Material[] newMats = new Material[renderer.sharedMaterials.Length];
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for (int i = 0; i < newMats.Length; i++)
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{
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Material orig = renderer.sharedMaterials[i];
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if (orig == null) continue;
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if (!materialCopies.ContainsKey(orig))
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{
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Material newMat = new Material(orig);
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string matPath = AssetDatabase.GenerateUniqueAssetPath(materialOutputPath + "/" + orig.name + "_Copy.mat");
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AssetDatabase.CreateAsset(newMat, matPath);
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materialCopies[orig] = newMat;
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CopyTextures(orig, newMat);
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EditorUtility.SetDirty(newMat);
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}
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newMats[i] = materialCopies[orig];
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}
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Undo.RecordObject(renderer, "Apply Copied Materials");
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renderer.sharedMaterials = newMats;
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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void CopyTextures(Material original, Material copy)
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{
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Shader shader = original.shader;
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int count = ShaderUtil.GetPropertyCount(shader);
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string[] maskProps = { "_MaskMap", "_OcclusionMap", "_DetailMask", "_RoughnessMap", "_MetallicGlossMap" };
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for (int i = 0; i < count; i++)
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{
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string prop = ShaderUtil.GetPropertyName(shader, i);
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Texture tex = original.GetTexture(prop);
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if (tex == null) continue;
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bool isTexEnv = ShaderUtil.GetPropertyType(shader, i) == ShaderUtil.ShaderPropertyType.TexEnv;
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bool isMask = System.Array.IndexOf(maskProps, prop) >= 0;
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if (isTexEnv || isMask)
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{
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if (!textureCopies.ContainsKey(tex))
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{
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string path = AssetDatabase.GetAssetPath(tex);
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string newPath = AssetDatabase.GenerateUniqueAssetPath(textureOutputPath + "/" + tex.name + "_Copy" + Path.GetExtension(path));
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AssetDatabase.CopyAsset(path, newPath);
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Texture newTex = AssetDatabase.LoadAssetAtPath<Texture>(newPath);
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textureCopies[tex] = newTex;
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}
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copy.SetTexture(prop, textureCopies[tex]);
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EditorUtility.SetDirty(copy);
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}
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}
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}
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GUIStyle GetRedStyle()
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{
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var style = new GUIStyle(EditorStyles.label);
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style.normal.textColor = Color.red;
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return style;
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}
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}
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