AssetPostprocessor.OnPostprocessTexture(Texture2D)

マニュアルに切り替える

説明

この関数をサブクラスに追加してテクスチャのインポート完了の直後に通知を取得します

テクスチャは必要に応じて圧縮され、ディスクに保存されます。

At this point it is too late to choose compression format, it is still possible to compress the texture using texture.Compress but this is not adviced and the compression format will not be displayed in the editor. Use OnPreprocessTexture if you wish to change compression format based on filename or other attributes of the texture.

If the texture is modified as in the example below it is required to be readable. The flag isReadable must to set True in importer settings either from the editor(Read/Write Enabled) or in the OnPreprocessTexture function. If the texture does not have to be readable at runtime use texture.Apply(true, true) to update the mipmaps and make the texture unreadable at runtime.

using UnityEditor;
using UnityEngine;
using System.Collections;

// Postprocesses all textures that are placed in a folder // "invert color" to have their colors inverted. public class InvertColor : AssetPostprocessor { void OnPostprocessTexture(Texture2D texture) { // Only post process textures if they are in a folder // "invert color" or a sub folder of it. string lowerCaseAssetPath = assetPath.ToLower(); if (lowerCaseAssetPath.IndexOf("/invert color/") == -1) return;

for (int m = 0; m < texture.mipmapCount; m++) { Color[] c = texture.GetPixels(m);

for (int i = 0; i < c.Length; i++) { c[i].r = 1 - c[i].r; c[i].g = 1 - c[i].g; c[i].b = 1 - c[i].b; } texture.SetPixels(c, m); } // Instead of setting pixels for each mip map levels, you can also // modify only the pixels in the highest mip level. And then simply use // texture.Apply(true); to generate lower mip levels. } }