[Unity]将所有 TGA、TIFF、PSD 和 BMP(可自定义)纹理转换为 PNG,以减小项目大小,而不会在 Unity 中造成任何质量损失

如何使用

只需在"项目"窗口中创建一个名为"编辑器"的文件夹,然后在其中添加此脚本即可。然后,打开窗口-Convert Textures to PNG,配置参数并点击"Convert to PNG! "。

就我而言,它已将某些 3D 资源的总文件大小从 1.08 GB 减少到 510 MB。

只要禁用"Keep Original Files"或将项目的资源序列化模式设置为"强制文本",就会保留对转换后的纹理的引用。

csharp 复制代码
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
using Debug = UnityEngine.Debug;
using Object = UnityEngine.Object;

public class ConvertTexturesToPNG : EditorWindow
{
	private const string DUMMY_TEXTURE_PATH = "Assets/convert_dummyy_texturee.png";
	private const bool REMOVE_MATTE_FROM_PSD_BY_DEFAULT = true;

	private readonly GUIContent[] maxTextureSizeStrings = { new GUIContent( "32" ), new GUIContent( "64" ), new GUIContent( "128" ), new GUIContent( "256" ), new GUIContent( "512" ), new GUIContent( "1024" ), new GUIContent( "2048" ), new GUIContent( "4096" ), new GUIContent( "8192" ), new GUIContent( "16384" ) };
	private readonly int[] maxTextureSizeValues = { 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384 };

	private readonly GUIContent rootPathContent = new GUIContent( "Root Path:", "Textures inside this folder (recursive) will be converted" );
	private readonly GUIContent textureExtensionsContent = new GUIContent( "Textures to Convert:", "Only Textures with these extensions will be converted (';' separated)" );
	private readonly GUIContent excludedDirectoriesContent = new GUIContent( "Excluded Directories:", "Textures inside these directories won't be converted (';' separated)" );
	private readonly GUIContent keepOriginalFilesContent = new GUIContent( "Keep Original Files:", "If selected, original Texture files won't be deleted after the conversion" );
	private readonly GUIContent maxTextureSizeContent = new GUIContent( "Max Texture Size:", "Textures larger than this size will be downscaled to this size" );
	private readonly GUIContent optiPNGPathContent = new GUIContent( "OptiPNG Path (Optional):", "If 'optipng.exe' is selected, it will be used to reduce the image sizes even further (roughly 20%) but the process will take more time" );
	private readonly GUIContent optiPNGOptimizationContent = new GUIContent( "OptiPNG Optimization:", "Determines how many trials OptiPNG will do to optimize the image sizes. As this value increases, computation time will increase exponentially" );
	private readonly GUIContent optiPNGURL = new GUIContent( "...", "http://optipng.sourceforge.net/" );
	private readonly GUILayoutOption GL_WIDTH_25 = GUILayout.Width( 25f );

	private string rootPath = "";
	private string textureExtensions = ".tga;.psd;.tiff;.tif;.bmp";
	private string excludedDirectories = "";
	private bool keepOriginalFiles = false;
	private int maxTextureSize = 8192;
	private string optiPNGPath = "";
	private int optiPNGOptimization = 3;

	private Vector2 scrollPos;

	[MenuItem( "Window/Convert Textures to PNG" )]
	private static void Init()
	{
		ConvertTexturesToPNG window = GetWindow<ConvertTexturesToPNG>();
		window.titleContent = new GUIContent( "Convert to PNG" );
		window.minSize = new Vector2( 285f, 160f );
		window.Show();
	}

	private void OnEnable()
	{
		// By default, Root Path points to this project's Assets folder
		if( string.IsNullOrEmpty( rootPath ) )
			rootPath = Application.dataPath;
	}

	private void OnGUI()
	{
		scrollPos = GUILayout.BeginScrollView( scrollPos );

		rootPath = PathField( rootPathContent, rootPath, true, "Choose target directory" );
		textureExtensions = EditorGUILayout.TextField( textureExtensionsContent, textureExtensions );
		excludedDirectories = EditorGUILayout.TextField( excludedDirectoriesContent, excludedDirectories );
		keepOriginalFiles = EditorGUILayout.Toggle( keepOriginalFilesContent, keepOriginalFiles );
		maxTextureSize = EditorGUILayout.IntPopup( maxTextureSizeContent, maxTextureSize, maxTextureSizeStrings, maxTextureSizeValues );
		optiPNGPath = PathField( optiPNGPathContent, optiPNGPath, false, "Choose optipng.exe path", optiPNGURL );
		if( !string.IsNullOrEmpty( optiPNGPath ) )
		{
			EditorGUI.indentLevel++;
			optiPNGOptimization = EditorGUILayout.IntSlider( optiPNGOptimizationContent, optiPNGOptimization, 2, 7 );
			EditorGUI.indentLevel--;
		}

		EditorGUILayout.Space();

		// Convert Textures to PNG
		if( GUILayout.Button( "Convert to PNG!" ) )
		{
			double startTime = EditorApplication.timeSinceStartup;

			List<string> convertedPaths = new List<string>( 128 );
			long originalTotalSize = 0L, convertedTotalSize = 0L, convertedTotalSizeOptiPNG = 0L;

			try
			{
				rootPath = rootPath.Trim();
				excludedDirectories = excludedDirectories.Trim();
				textureExtensions = textureExtensions.ToLowerInvariant().Replace( ".png", "" ).Trim();
				optiPNGPath = optiPNGPath.Trim();

				if( rootPath.Length == 0 )
					rootPath = Application.dataPath;

				if( optiPNGPath.Length > 0 && !File.Exists( optiPNGPath ) )
					Debug.LogWarning( "OptiPNG doesn't exist at path: " + optiPNGPath );

				string[] paths = FindTexturesToConvert();
				string pathsLengthStr = paths.Length.ToString();
				float progressMultiplier = paths.Length > 0 ? ( 1f / paths.Length ) : 1f;

				CreateDummyTexture(); // Dummy Texture is used while reading Textures' pixels

				for( int i = 0; i < paths.Length; i++ )
				{
					if( EditorUtility.DisplayCancelableProgressBar( "Please wait...", string.Concat( "Converting: ", ( i + 1 ).ToString(), "/", pathsLengthStr ), ( i + 1 ) * progressMultiplier ) )
						throw new Exception( "Conversion aborted" );

					string pngFile = Path.ChangeExtension( paths[i], ".png" );
					string pngMetaFile = pngFile + ".meta";
					string originalMetaFile = paths[i] + ".meta";

					bool isPSDImage = Path.GetExtension( paths[i] ).ToLowerInvariant() == ".psd";

					// Make sure to respect PSD assets' "Remove Matte (PSD)" option
					if( isPSDImage )
					{
						bool removeMatte = REMOVE_MATTE_FROM_PSD_BY_DEFAULT;

						if( File.Exists( originalMetaFile ) )
						{
							const string removeMatteOption = "pSDRemoveMatte: ";

							string metaContents = File.ReadAllText( originalMetaFile );
							int removeMatteIndex = metaContents.IndexOf( removeMatteOption );
							if( removeMatteIndex >= 0 )
								removeMatte = metaContents[removeMatteIndex + removeMatteOption.Length] != '0';
						}

						SerializedProperty removeMatteProp = new SerializedObject( AssetImporter.GetAtPath( DUMMY_TEXTURE_PATH ) ).FindProperty( "m_PSDRemoveMatte" );
						if( removeMatteProp != null && removeMatteProp.boolValue != removeMatte )
						{
							removeMatteProp.boolValue = removeMatte;
							removeMatteProp.serializedObject.ApplyModifiedPropertiesWithoutUndo();
						}
					}

					// Temporarily copy the image file to Assets folder to create a read-write enabled Texture from it
					File.Copy( paths[i], DUMMY_TEXTURE_PATH, true );
					AssetDatabase.ImportAsset( DUMMY_TEXTURE_PATH, ImportAssetOptions.ForceUpdate );

					// Convert the Texture to PNG and save it
					byte[] pngBytes = AssetDatabase.LoadAssetAtPath<Texture2D>( DUMMY_TEXTURE_PATH ).EncodeToPNG();
					File.WriteAllBytes( pngFile, pngBytes );

					originalTotalSize += new FileInfo( paths[i] ).Length;
					convertedTotalSize += new FileInfo( pngFile ).Length;

					// Run OptiPNG to optimize the PNG
					if( optiPNGPath.Length > 0 && File.Exists( optiPNGPath ) )
					{
						try
						{
							Process.Start( new ProcessStartInfo( optiPNGPath )
							{
								Arguments = string.Concat( "-o ", optiPNGOptimization.ToString(), " \"", pngFile, "\"" ),
								CreateNoWindow = true,
								UseShellExecute = false
							} ).WaitForExit();
						}
						catch( Exception e )
						{
							Debug.LogException( e );
						}

						convertedTotalSizeOptiPNG += new FileInfo( pngFile ).Length;
					}

					// If .meta file exists, copy it to PNG image
					if( File.Exists( originalMetaFile ) )
					{
						File.Copy( originalMetaFile, pngMetaFile, true );

						// Try changing original meta file's GUID to avoid collisions with PNG (Credit: https://gist.github.com/ZimM-LostPolygon/7e2f8a3e5a1be183ac19)
						if( keepOriginalFiles )
						{
							string metaContents = File.ReadAllText( originalMetaFile );
							int guidIndex = metaContents.IndexOf( "guid: " );
							if( guidIndex >= 0 )
							{
								string guid = metaContents.Substring( guidIndex + 6, 32 );
								string newGuid = Guid.NewGuid().ToString( "N" );
								metaContents = metaContents.Replace( guid, newGuid );
								File.WriteAllText( originalMetaFile, metaContents );
							}
						}

						// Don't show "Remote Matte (PSD)" option for converted Textures
						if( isPSDImage )
						{
							string metaContents = File.ReadAllText( pngMetaFile );
							bool modifiedMeta = false;

							if( metaContents.Contains( "pSDShowRemoveMatteOption: 1" ) )
							{
								metaContents = metaContents.Replace( "pSDShowRemoveMatteOption: 1", "pSDShowRemoveMatteOption: 0" );
								modifiedMeta = true;
							}
							if( metaContents.Contains( "pSDRemoveMatte: 1" ) )
							{
								metaContents = metaContents.Replace( "pSDRemoveMatte: 1", "pSDRemoveMatte: 0" );
								modifiedMeta = true;
							}

							if( modifiedMeta )
								File.WriteAllText( pngMetaFile, metaContents );
						}
					}

					if( !keepOriginalFiles )
					{
						File.Delete( paths[i] );

						if( File.Exists( originalMetaFile ) )
							File.Delete( originalMetaFile );
					}

					convertedPaths.Add( paths[i] );
				}
			}
			catch( Exception e )
			{
				Debug.LogException( e );
			}
			finally
			{
				EditorUtility.ClearProgressBar();

				if( File.Exists( DUMMY_TEXTURE_PATH ) )
					AssetDatabase.DeleteAsset( DUMMY_TEXTURE_PATH );

				// Force Unity to import PNG images (otherwise we'd have to minimize Unity and then maximize it)
				AssetDatabase.Refresh();

				// Print information to Console
				StringBuilder sb = new StringBuilder( 100 + convertedPaths.Count * 75 );
				sb.Append( "Converted " ).Append( convertedPaths.Count ).Append( " Texture(s) to PNG in " ).Append( ( EditorApplication.timeSinceStartup - startTime ).ToString( "F2" ) ).Append( " seconds (" ).
					Append( EditorUtility.FormatBytes( originalTotalSize ) ).Append( " -> " ).Append( EditorUtility.FormatBytes( convertedTotalSize ) );

				if( convertedTotalSizeOptiPNG > 0L )
					sb.Append( " -> " ).Append( EditorUtility.FormatBytes( convertedTotalSizeOptiPNG ) ).Append( " with OptiPNG" );

				sb.AppendLine( "):" );
				for( int i = 0; i < convertedPaths.Count; i++ )
					sb.Append( "- " ).AppendLine( convertedPaths[i] );

				Debug.Log( sb.ToString() );
			}
		}

		GUILayout.EndScrollView();
	}

	private string PathField( GUIContent label, string path, bool isDirectory, string title, GUIContent downloadURL = null )
	{
		GUILayout.BeginHorizontal();
		path = EditorGUILayout.TextField( label, path );
		if( GUILayout.Button( "o", GL_WIDTH_25 ) )
		{
			string selectedPath = isDirectory ? EditorUtility.OpenFolderPanel( title, "", "" ) : EditorUtility.OpenFilePanel( title, "", "exe" );
			if( !string.IsNullOrEmpty( selectedPath ) )
				path = selectedPath;

			GUIUtility.keyboardControl = 0; // Remove focus from active text field
		}
		if( downloadURL != null && GUILayout.Button( downloadURL, GL_WIDTH_25 ) )
			Application.OpenURL( downloadURL.tooltip );
		GUILayout.EndHorizontal();

		return path;
	}

	private string[] FindTexturesToConvert()
	{
		HashSet<string> texturePaths = new HashSet<string>();
		HashSet<string> targetExtensions = new HashSet<string>( textureExtensions.Split( ';' ) );

		// Get directories to exclude
		string[] excludedPaths = excludedDirectories.Split( ';' );
		for( int i = 0; i < excludedPaths.Length; i++ )
		{
			excludedPaths[i] = excludedPaths[i].Trim();
			if( excludedPaths[i].Length == 0 )
				excludedPaths[i] = "NULL/";
			else
			{
				excludedPaths[i] = Path.GetFullPath( excludedPaths[i] );

				// Make sure excluded directory paths end with directory separator char
				if( Directory.Exists( excludedPaths[i] ) && !excludedPaths[i].EndsWith( Path.DirectorySeparatorChar.ToString() ) )
					excludedPaths[i] += Path.DirectorySeparatorChar;
			}
		}

		// Iterate through all files in Root Path
		string[] allFiles = Directory.GetFiles( rootPath, "*.*", SearchOption.AllDirectories );
		for( int i = 0; i < allFiles.Length; i++ )
		{
			// Only process filtered image files
			if( targetExtensions.Contains( Path.GetExtension( allFiles[i] ).ToLowerInvariant() ) )
			{
				bool isExcluded = false;
				if( excludedPaths.Length > 0 )
				{
					// Make sure the image file isn't part of an excluded directory
					string fileFullPath = Path.GetFullPath( allFiles[i] );
					for( int j = 0; j < excludedPaths.Length; j++ )
					{
						if( fileFullPath.StartsWith( excludedPaths[j] ) )
						{
							isExcluded = true;
							break;
						}
					}
				}

				if( !isExcluded )
					texturePaths.Add( allFiles[i] );
			}
		}

		string[] result = new string[texturePaths.Count];
		texturePaths.CopyTo( result );

		return result;
	}

	// Creates dummy Texture asset that will be used to read Textures' pixels
	private void CreateDummyTexture()
	{
		if( !File.Exists( DUMMY_TEXTURE_PATH ) )
		{
			File.WriteAllBytes( DUMMY_TEXTURE_PATH, new Texture2D( 2, 2 ).EncodeToPNG() );
			AssetDatabase.ImportAsset( DUMMY_TEXTURE_PATH, ImportAssetOptions.ForceUpdate );
		}

		TextureImporter textureImporter = AssetImporter.GetAtPath( DUMMY_TEXTURE_PATH ) as TextureImporter;
		textureImporter.maxTextureSize = maxTextureSize;
		textureImporter.isReadable = true;
		textureImporter.filterMode = FilterMode.Point;
		textureImporter.mipmapEnabled = false;
		textureImporter.alphaSource = TextureImporterAlphaSource.FromInput;
		textureImporter.npotScale = TextureImporterNPOTScale.None;
		textureImporter.textureCompression = TextureImporterCompression.Uncompressed;
		textureImporter.SaveAndReimport();
	}
}
相关推荐
geovindu7 小时前
CSharp: 万年历
开发语言·后端·c#·.net
KhalilRuan9 小时前
Unity性能优化
unity·性能优化·游戏引擎
ellis19709 小时前
u3d IMGUI[二] 编辑器扩展
unity
xy345313 小时前
Axure9.0 中继器遮罩的核心应用场景(精准适配列表交互)
前端·ui·html·原型·产品设计·axure9.0
离陌在学C#15 小时前
C# 异步编程:从 async/await 到 Task 实战指南
开发语言·数据库·c#
skr爱码士18 小时前
15_国际化和本地化:tr()、ts 文件、QM 文件、多语言切换
c++·qt·ui·客户端
用户2986985301419 小时前
PDF 转 HTML 全攻略:三种方法轻松搞定网页转换
c#·html·.net
geovindu19 小时前
CSharp: State Pattern
开发语言·后端·c#·.net·状态模式·行为模式
俊昭喜喜里20 小时前
C#中的decimal
开发语言·c#
贝格前端工场20 小时前
AI在生产制造企业的六大成熟落地场景(可量产、可验收、非噱头)
大数据·ui·前端开发