using UnityEngine; using UnityEditor; using System.Collections.Generic; public class ftTextureProcessor : AssetPostprocessor { public static Dictionary texSettings = new Dictionary(); public const int TEX_LM = 0; public const int TEX_LMDEFAULT = 1; public const int TEX_MASK = 2; public const int TEX_DIR = 3; void OnPreprocessTexture() { TextureImporter importer = assetImporter as TextureImporter; Vector2 settings; if (!texSettings.TryGetValue(importer.assetPath, out settings)) return; importer.maxTextureSize = (int)settings.x; importer.mipmapEnabled = ftAdditionalConfig.mipmapLightmaps; importer.wrapMode = TextureWrapMode.Clamp; int texType = (int)settings.y; switch(texType) { case TEX_LM: { importer.textureType = TextureImporterType.Lightmap; break; } case TEX_LMDEFAULT: { importer.textureType = TextureImporterType.Default; break; } case TEX_MASK: { importer.textureType = TextureImporterType.Default; importer.textureCompression = TextureImporterCompression.CompressedHQ; break; } case TEX_DIR: { importer.textureType = TextureImporterType.Default; importer.textureCompression = TextureImporterCompression.CompressedHQ; importer.sRGBTexture = ftAdditionalConfig.preferPNG; break; } } } }