This commit is contained in:
2026-04-30 20:58:59 +07:00
parent 8e524790d3
commit 30d914d3a5
604 changed files with 98040 additions and 531 deletions

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using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace INab.Common
{
public class SmoothNormalsBaker : EditorWindow
{
public enum UVChannel
{
UV1 = 0, UV2 = 1, UV3 = 2
}
[SerializeField] public UVChannel uvChannel = UVChannel.UV3;
[SerializeField] public float cospatialVertexDistance = 0.01f;
public List<Mesh> Meshes = new List<Mesh>();
private string SavePath;
private string NameSuffix = "_NormalsBaked";
private string NamePrefix = "";
private bool UserChoosenPath = false;
private SerializedProperty arrayProperty;
private SerializedObject serializedObject;
private class CospatialVertex
{
public Vector3 position;
public Vector3 accumulatedNormal;
}
[MenuItem("Tools/INab Studio/Smooth Normals Baker")]
public static void ShowWindow()
{
EditorWindow.GetWindow(typeof(SmoothNormalsBaker));
}
private void OnEnable()
{
serializedObject = new SerializedObject(this);
arrayProperty = serializedObject.FindProperty("Meshes");
}
private void OnGUI()
{
uvChannel = (UVChannel)EditorGUILayout.EnumPopup("Select UV Channel: ", uvChannel);
EditorGUILayout.Space();
if (!UserChoosenPath)
{
if (Meshes.Count > 0)
{
string assetPath = AssetDatabase.GetAssetPath(Meshes[0]);
int index = assetPath.LastIndexOf("/");
if (index >= 0)
assetPath = assetPath.Substring(0, index + 1);
SavePath = assetPath;
}
}
//var midStyle = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleCenter, fontStyle = FontStyle.Bold };
EditorGUILayout.LabelField("Baked Meshes Location");
using (new GUILayout.HorizontalScope())
{
EditorGUILayout.LabelField(SavePath, EditorStyles.helpBox);
if (GUILayout.Button("..."))
{
string chosenFile = EditorUtility.OpenFolderPanel("Choose new path", "", "");
if (chosenFile != "" && chosenFile.Length > Application.dataPath.Length)
{
chosenFile = "Assets" + chosenFile.Substring(Application.dataPath.Length) + "/";
UserChoosenPath = true;
SavePath = chosenFile;
}
}
if (GUILayout.Button("Same Folder"))
{
UserChoosenPath = false;
}
}
EditorGUILayout.Space();
EditorGUILayout.PropertyField(arrayProperty, true);
serializedObject.ApplyModifiedProperties();
EditorGUILayout.LabelField("Prefix");
NamePrefix = EditorGUILayout.TextField(NamePrefix);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Suffix");
NameSuffix = EditorGUILayout.TextField(NameSuffix);
EditorGUILayout.Space();
if (GUILayout.Button("Bake meshes"))
{
if (Meshes.Count == 0)
{
Debug.Log("There is no mesh to be baked!");
return;
}
foreach (var mesh in Meshes)
{
AssetDatabase.CreateAsset(CalculateCustomNormals(mesh), SavePath + NamePrefix + mesh.name + NameSuffix + ".asset");
}
AssetDatabase.SaveAssets();
}
if (Meshes.Count == 0)
{
EditorGUILayout.HelpBox("No mesh to bake texture on.", MessageType.Warning);
}
}
public Mesh CalculateCustomNormals(Mesh meshSave)
{
Mesh newMesh = Instantiate(meshSave);
Vector3[] vertices = meshSave.vertices;
int[] triangles = meshSave.triangles;
Vector3[] outlineNormals = new Vector3[vertices.Length];
List<CospatialVertex> cospatialVerticesData = new List<CospatialVertex>();
int[] cospacialVertexIndices = new int[vertices.Length];
FindCospatialVertices(vertices, cospacialVertexIndices, cospatialVerticesData);
int numTriangles = triangles.Length / 3;
for (int t = 0; t < numTriangles; t++)
{
int vertexStart = t * 3;
int v1Index = triangles[vertexStart];
int v2Index = triangles[vertexStart + 1];
int v3Index = triangles[vertexStart + 2];
ComputeNormalAndWeights(vertices[v1Index], vertices[v2Index], vertices[v3Index], out Vector3 normal, out Vector3 weights);
AddWeightedNormal(normal * weights.x, v1Index, cospacialVertexIndices, cospatialVerticesData);
AddWeightedNormal(normal * weights.y, v2Index, cospacialVertexIndices, cospatialVerticesData);
AddWeightedNormal(normal * weights.z, v3Index, cospacialVertexIndices, cospatialVerticesData);
}
for (int v = 0; v < outlineNormals.Length; v++)
{
int cvIndex = cospacialVertexIndices[v];
var cospatial = cospatialVerticesData[cvIndex];
outlineNormals[v] = cospatial.accumulatedNormal.normalized;
}
newMesh.SetUVs(((int)uvChannel) + 1, outlineNormals);
return newMesh;
}
private void FindCospatialVertices(Vector3[] vertices, int[] indices, List<CospatialVertex> registry)
{
for (int v = 0; v < vertices.Length; v++)
{
if (SearchForPreviouslyRegisteredCV(vertices[v], registry, out int index))
{
indices[v] = index;
}
else
{
var cospatialEntry = new CospatialVertex()
{
position = vertices[v],
accumulatedNormal = Vector3.zero,
};
indices[v] = registry.Count;
registry.Add(cospatialEntry);
}
}
}
private bool SearchForPreviouslyRegisteredCV(Vector3 position, List<CospatialVertex> registry, out int index)
{
for (int i = 0; i < registry.Count; i++)
{
if (Vector3.Distance(registry[i].position, position) <= cospatialVertexDistance)
{
index = i;
return true;
}
}
index = -1;
return false;
}
private void ComputeNormalAndWeights(Vector3 a, Vector3 b, Vector3 c, out Vector3 normal, out Vector3 weights)
{
normal = Vector3.Cross(b - a, c - a).normalized;
weights = new Vector3(Vector3.Angle(b - a, c - a), Vector3.Angle(c - b, a - b), Vector3.Angle(a - c, b - c));
}
private void AddWeightedNormal(Vector3 weightedNormal, int vertexIndex, int[] cvIndices, List<CospatialVertex> cvRegistry)
{
int cvIndex = cvIndices[vertexIndex];
cvRegistry[cvIndex].accumulatedNormal += weightedNormal;
}
}
}

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using System.IO;
using UnityEngine;
using UnityEditor;
namespace INab.ToonPro
{
public class TextureChannelsPacker : EditorWindow
{
private Texture2D[] RGB;
[MenuItem("Tools/INab Studio/Texture Channels Packer")]
public static void ShowWindow()
{
EditorWindow.GetWindow(typeof(TextureChannelsPacker));
}
private void OnGUI()
{
if (RGB == null)
{
RGB = new Texture2D[3];
}
GUI.enabled = true;
EditorGUILayout.HelpBox("If you are using this tool to bake hatch textures, please set dark to light textures in order from R to B", MessageType.Info);
RGB[0] = EditorGUILayout.ObjectField("Take R From Here: ", RGB[0], typeof(Texture2D), false) as Texture2D;
RGB[1] = EditorGUILayout.ObjectField("Take G From Here: ", RGB[1], typeof(Texture2D), false) as Texture2D;
RGB[2] = EditorGUILayout.ObjectField("Take B From Here: ", RGB[2], typeof(Texture2D), false) as Texture2D;
if (GUILayout.Button("Export"))
{
var RTexturePath = AssetDatabase.GetAssetPath(RGB[0]);
var defaultDirectory = System.IO.Path.GetDirectoryName(RTexturePath);
string outPath = EditorUtility.SaveFilePanelInProject("Export as PNG file", "HatchPacked", "png", "Set file path for the PNG file", defaultDirectory);
if (string.IsNullOrEmpty(outPath)) return;
Texture2D outTex = new Texture2D(RGB[0].width, RGB[0].height, TextureFormat.RGB24, false);
for (int i = 0; i < 3; ++i)
{
string fileURL = AssetDatabase.GetAssetPath(RGB[i]);
byte[] imgByes = File.ReadAllBytes(fileURL);
Texture2D readableTex = new Texture2D(1, 1, TextureFormat.ARGB32, false);
readableTex.LoadImage(imgByes);
CopyChannel(readableTex, outTex, i);
outTex.Apply();
}
byte[] b = outTex.EncodeToPNG();
File.WriteAllBytes(outPath, b);
AssetDatabase.Refresh();
}
}
void CopyChannel(Texture2D src, Texture2D dst, int channel)
{
for (int i = 0; i < src.width; ++i)
{
for (int j = 0; j < src.height; ++j)
{
Color s = src.GetPixel(i, j);
Color d = dst.GetPixel(i, j);
d.r = channel == 0 ? s.r : d.r;
d.g = channel == 1 ? s.g : d.g;
d.b = channel == 2 ? s.b : d.b;
dst.SetPixel(i, j, d);
}
}
}
}
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