Last year I wrote a Unity3D editor script for combining textures as well as swapping and combining their different color channels.



Someone on YouTube recently commented, asking for more details. Since I haven’t touched the script in over a year, I decided to just make the script public. It’s not perfect and some of my comments don’t make sense. I’ll probably clean it up in the future, or at least add better documentation. I sound very professional right now.

via GIPHY

What this script does:

Allows you to swap color channels For example, take the red channel of a grayscale smoothness map and apply it to the alpha channel of your albedo texture

Allows you to combine texture onto a new, larger texture You have two 512×512 texture and want to combine them onto one 1024×512 texture



What this script does NOT do:

Resize textures

Rearrange meshes’ UVs

Paint onto textures

Create textures other than PNGs

using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEditor; using System.IO; namespace MattrifiedGames.Assets.TextureHelpers.Editor { /// <summary> /// Editor window for quickly swapping, rearranging, and other things to textures in Unity3D. /// </summary> public class QuickTextureEditor : EditorWindow { /// <summary> /// A list of the current affected textures. /// </summary> List<TextureInformation> texturePositionList; /// <summary> /// If true, the new texture's size will be forced to the nearest power of two. /// </summary> bool forcePowerOfTwo = false; /// <summary> /// Width of the new texture. /// </summary> int newTexWidth = 512; /// <summary> /// Height of the new texture. /// </summary> int newTexHeight = 512; /// <summary> /// The name of the new texture to be created. /// </summary> string newTextureName = "New Texture"; /// <summary> /// Operations affecting different channels. /// </summary> public enum ChannelOperations { Ignore = 0, Set = 1, Add = 2, Subtract = 3, Multiply = 4, Divide = 5, } public struct ChannelBlendSetup { public ChannelOperations rCU, gCU, bCU, aCU; } /// <summary> /// Information about each texture being used to create the new texture. /// </summary> internal class TextureInformation { /// <summary> /// The texture being used. /// </summary> public Texture2D texture; /// <summary> /// The x and y position of the new texture. /// </summary> public int xPos, yPos; /// <summary> /// The x and y position of the new texture. /// </summary> public int width, height; /// <summary> /// Should a multiply color be used? /// </summary> public ChannelOperations blendColorUse = ChannelOperations.Ignore; /// <summary> /// The color to be blended with the texture. /// </summary> public Color blendColor; public ChannelBlendSetup rBS = new ChannelBlendSetup() { rCU = ChannelOperations.Set }, gBS = new ChannelBlendSetup() { gCU = ChannelOperations.Set }, bBS = new ChannelBlendSetup() { bCU = ChannelOperations.Set }, aBS = new ChannelBlendSetup() { aCU = ChannelOperations.Set }; public void OnGUI(string label, ref int refWidth, ref int refHeight) { if (texture != null) label = texture.name; texture = (Texture2D)EditorGUILayout.ObjectField(label, texture, typeof(Texture2D), false); if (GUILayout.Button("Set as new texture size.")) { refWidth = width; refHeight = height; } if (texture == null) { Vector2 s = new Vector2(width, height); s = EditorGUILayout.Vector2Field("Size", s); width = Mathf.Max(1, Mathf.RoundToInt(s.x)); height = Mathf.Max(1, Mathf.RoundToInt(s.y)); } else { width = texture.width; height = texture.height; } blendColorUse = (ChannelOperations)EditorGUILayout.EnumPopup("Blend Color Usage", blendColorUse); if (blendColorUse != ChannelOperations.Ignore) blendColor = EditorGUILayout.ColorField(blendColor); else blendColor = Color.white; Vector2 v = new Vector2(xPos, yPos); v = EditorGUILayout.Vector2Field("Pos", v); xPos = Mathf.RoundToInt(v.x); yPos = Mathf.RoundToInt(v.y); EditorGUILayout.BeginHorizontal(); EditorGUILayout.BeginVertical(); GUILayout.Label(""); GUI.color = Color.red; GUILayout.Label("R"); GUI.color = Color.green; GUILayout.Label("G"); GUI.color = Color.blue; GUILayout.Label("B"); GUI.color = Color.white; GUILayout.Label("A"); EditorGUILayout.EndVertical(); ChangeBlendSetup("R", ref rBS, Color.red); ChangeBlendSetup("G", ref gBS, Color.green); ChangeBlendSetup("B", ref bBS, Color.blue); ChangeBlendSetup("A", ref aBS, Color.white); EditorGUILayout.EndHorizontal(); } private void ChangeBlendSetup(string p, ref ChannelBlendSetup bS, Color guiColor) { EditorGUILayout.BeginVertical(); GUI.color = guiColor; GUILayout.Label(p); GUI.color = Color.white; bS.rCU = (ChannelOperations)EditorGUILayout.EnumPopup(bS.rCU); bS.gCU = (ChannelOperations)EditorGUILayout.EnumPopup(bS.gCU); bS.bCU = (ChannelOperations)EditorGUILayout.EnumPopup(bS.bCU); bS.aCU = (ChannelOperations)EditorGUILayout.EnumPopup(bS.aCU); EditorGUILayout.EndVertical(); } internal void EditColor(ref Color colorOutput, ref Color colorInput) { EditChannel(ref colorOutput.r, ref colorInput, rBS); EditChannel(ref colorOutput.g, ref colorInput, gBS); EditChannel(ref colorOutput.b, ref colorInput, bBS); EditChannel(ref colorOutput.a, ref colorInput, aBS); } private void EditChannel(ref float outputValue, ref Color inputColor, ChannelBlendSetup bs) { EditChannel(ref outputValue, ref inputColor.r, bs.rCU); EditChannel(ref outputValue, ref inputColor.g, bs.gCU); EditChannel(ref outputValue, ref inputColor.b, bs.bCU); EditChannel(ref outputValue, ref inputColor.a, bs.aCU); } private void EditChannel(ref float output, ref float input, ChannelOperations channelUsage) { switch (channelUsage) { case ChannelOperations.Set: output = input; break; case ChannelOperations.Add: output += input; break; case ChannelOperations.Divide: output /= input; break; case ChannelOperations.Multiply: output *= input; break; case ChannelOperations.Subtract: output -= input; break; case ChannelOperations.Ignore: return; } } } // Add menu named "My Window" to the Window menu [MenuItem("Tools/Quick Texture Editor")] static void Init() { // Get existing open window or if none, make a new one: QuickTextureEditor window = (QuickTextureEditor)EditorWindow.GetWindow(typeof(QuickTextureEditor)); window.Show(); } /// <summary> /// On GUI function that displays information in the editor. /// </summary> void OnGUI() { OnGUICombineTextures(); } /// <summary> /// Quickly gets the importer of a specified asset /// </summary> /// <typeparam name="T">The type of importer to be used.</typeparam> /// <param name="asset">The asset whose importer is being referenced.</param> /// <returns>The importer, converted to the requested type.</returns> private T GetImporter<T>(UnityEngine.Object asset) where T : AssetImporter { return (T)AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(asset)); } private void SetupList<T>(ref List<T> list, int p) { if (list == null) list = new List<T>(); while (list.Count <= p) list.Add(default(T)); } private T GetFromList<T>(ref List<T> list, int p) { SetupList(ref list, p); return list[p]; } private void DefineTexturePose(int index) { SetupList(ref texturePositionList, index); if (texturePositionList[index] == null) texturePositionList[index] = new TextureInformation(); texturePositionList[index].OnGUI("Texture " + index, ref newTexWidth, ref newTexHeight); } private static Color DivideColor(Color c) { return new Color(1f / c.r, 1f / c.g, 1f / c.b, 1f / c.a); } Vector2 scroll; private void OnGUICombineTextures() { // Defines information about the new texture. newTextureName = EditorGUILayout.TextField("New Texture Name", newTextureName); forcePowerOfTwo = EditorGUILayout.Toggle("Force Power of 2", forcePowerOfTwo); if (forcePowerOfTwo) { newTexWidth = Mathf.ClosestPowerOfTwo(EditorGUILayout.IntField("Width", newTexWidth)); newTexHeight = Mathf.ClosestPowerOfTwo(EditorGUILayout.IntField("Height", newTexHeight)); } else { newTexWidth = EditorGUILayout.IntField("Width", newTexWidth); newTexHeight = EditorGUILayout.IntField("Height", newTexHeight); } EditorGUILayout.Separator(); scroll = EditorGUILayout.BeginScrollView(scroll); if (texturePositionList == null) texturePositionList = new List<TextureInformation>(); for (int i = 0; i < texturePositionList.Count; i++) { DefineTexturePose(i); } EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Add Texture")) { texturePositionList.Add(new TextureInformation()); return; } if (GUILayout.Button("Remove Texture")) { texturePositionList.RemoveAt(texturePositionList.Count - 1); return; } EditorGUILayout.EndHorizontal(); EditorGUILayout.EndScrollView(); EditorGUILayout.Separator(); if (GUILayout.Button("Save Texture")) { int textureCount = texturePositionList.Count; Texture2D newTex = new Texture2D(newTexWidth, newTexHeight); newTex.name = string.IsNullOrEmpty(newTextureName) ? "New Texture" : newTextureName; Color[] mainColors = new Color[newTex.width * newTex.height]; newTex.SetPixels(mainColors); List<TextureInformation> pulledTextures = new List<TextureInformation>(); for (int i = 0; i < textureCount; i++) { TextureInformation pos = GetFromList(ref texturePositionList, i); if (pos == null) continue; else if (pos.texture == null) { pos.texture = new Texture2D(pos.width, pos.height); pos.texture.name = "Texture " + i; Color[] c = new Color[pos.width * pos.height]; for (int j = 0; j < c.Length; j++) c[j] = pos.blendColor; pos.texture.SetPixels(c); pos.texture.Apply(); } if (pos.texture.width + pos.xPos > newTex.width || pos.texture.height + pos.yPos > newTex.height) { Debug.LogWarning(pos.texture.name + " will not fit into new texture. Skipping."); continue; } pulledTextures.Add(pos); } for (int i = 0; i < pulledTextures.Count; i++) { EditorUtility.DisplayProgressBar("Saving Texture", "Working on Texture " + i, (i + 1) / (pulledTextures.Count)); TextureImporter ti = GetImporter<TextureImporter>(pulledTextures[i].texture); bool wasReadable = ti.isReadable; bool wasNormal = ti.normalmap; if (wasReadable != true) { ti.isReadable = true; ti.SaveAndReimport(); } if (wasNormal) { ti.normalmap = false; ti.SaveAndReimport(); } Color[] pulledColors = pulledTextures[i].texture.GetPixels(); if (pulledTextures[i].blendColorUse != ChannelOperations.Ignore) { for (int c = 0; c < pulledColors.Length; c++) { switch (pulledTextures[i].blendColorUse) { case ChannelOperations.Set: pulledColors = pulledTextures[i].blendColor; break; case ChannelOperations.Add: pulledColors += pulledTextures[i].blendColor; break; case ChannelOperations.Divide: pulledColors *= DivideColor(pulledTextures[i].blendColor); break; case ChannelOperations.Multiply: pulledColors *= pulledTextures[i].blendColor; break; } } } Color[] colorsToModify = newTex.GetPixels(pulledTextures[i].xPos, pulledTextures[i].yPos, pulledTextures[i].texture.width, pulledTextures[i].texture.height); // Adds these colors instead of setting. Slower, but allows for combining channels or for combining reasons. for (int c = 0; c < colorsToModify.Length; c++) pulledTextures[i].EditColor(ref colorsToModify, ref pulledColors); newTex.SetPixels(pulledTextures[i].xPos, pulledTextures[i].yPos, pulledTextures[i].texture.width, pulledTextures[i].texture.height, colorsToModify); if (ti.isReadable != wasReadable) { ti.isReadable = wasReadable; ti.SaveAndReimport(); } if (wasNormal) { ti.normalmap = true; ti.SaveAndReimport(); } } SaveTexture(newTex); EditorUtility.ClearProgressBar(); } } void SaveTexture(Texture2D texture2D) { byte[] bytes = texture2D.EncodeToPNG(); File.WriteAllBytes(Application.dataPath + "/" + texture2D.name + ".png", bytes); AssetDatabase.Refresh(); } } }

If you use the script, credit would be nice. If you have any questions, feel free to ask here or on my twitter.