SoFunction
Updated on 2025-03-07

In-depth analysis of the Unity editor resource import processing function OnPostprocessTexture instance

Introduction

Source code

In Unity, we can import processing functions using editor resources (OnPostprocessTexture) Customize the import process for processing texture resources. This function is inherited fromAssetPostprocessorFor class, by rewriting this function, we can perform some custom operations after the texture resource import is completed.

Inherit AssetPostprocessor

First, we need to create an inheritedAssetPostprocessorscript. This script will be used to handle the import process of texture resources. Here is a sample code:

using UnityEditor;
using UnityEngine;
public class TexturePostprocessor : AssetPostprocessor
{
    void OnPostprocessTexture(Texture2D texture)
    {
        // Write custom texture import processing logic here    }
}

In this example, we create a name calledTexturePostprocessorscript and rewrittenOnPostprocessTexturefunction.

Custom texture import processing logic

existOnPostprocessTextureIn the function, we can write custom texture import processing logic. Here are five sample codes that show different usages:

1. Set the texture type to Sprite

void OnPostprocessTexture(Texture2D texture)
{
    TextureImporter textureImporter = (TextureImporter)assetImporter;
     = ;
}

In this example, we set the type of the texture to Sprite. This way, when importing the texture, it will be automatically set to Sprite type.

2. Set the PackageTag name of the texture

void OnPostprocessTexture(Texture2D texture)
{
    TextureImporter textureImporter = (TextureImporter)assetImporter;
     = "MyPackage";
}

In this example, we set the texture's PackageTag name to "MyPackage". This way, when importing the texture, it will be automatically added to the texture package named "MyPackage".

3. Set the MipMaps check for texture

void OnPostprocessTexture(Texture2D texture)
{
    TextureImporter textureImporter = (TextureImporter)assetImporter;
     = true;
}

In this example, we set the texture's MipMaps check to true. This way, when importing textures, it generates MipMaps for better rendering performance and quality.

4. Modify the import format of the texture

void OnPostprocessTexture(Texture2D texture)
{
    TextureImporter textureImporter = (TextureImporter)assetImporter;
     = TextureImporterFormat.RGBA32;
}

In this example, we set the import format of the texture to RGBA32. This way, when importing the texture, it will be stored in RGBA32 format.

5. Modify the import platform settings of textures

void OnPostprocessTexture(Texture2D texture)
{
    TextureImporter textureImporter = (TextureImporter)assetImporter;
    ("Android", 2048, TextureImporterFormat.ETC2_RGBA8);
}

In this example, we modified the import settings of the texture on the Android platform to a maximum size of 2048 and used the ETC2_RGBA8 format. This way, when importing textures, it will be imported on the Android platform with the specified settings.

6. Turn off Mipmap generation for Sprite type textures

When we import a texture resource of Sprite type, Unity generates Mipmaps for it by default, which is to provide better rendering at different distances and resolutions. However, in some cases we may not need to use Mipmaps, such as when textures are used in UI pictures. Here is a sample code showing how to turn off the generation of Mipmaps when importing a Sprite-type texture:

using UnityEditor;
using UnityEngine;

public class TexturePostprocessor : AssetPostprocessor
{
    private void OnPostprocessTexture(Texture2D texture)
    {
        if (("Sprites"))
        {
            TextureImporter textureImporter = (TextureImporter)assetImporter;
             = false;
        }
    }
}

In the above code, we first determine whether the imported texture resource is located in the "Sprites" folder, and then obtain the correspondingTextureImporterObject, and put itmipmapEnabled The property is set to false, thus turning off the generation of Mipmaps.

7. Set compression format and quality according to different platforms

In Unity, we can set the compression format and quality of textures based on different platforms to optimize game performance and reduce package size. Here is a sample code showing how to set compression formats and quality based on different platforms when importing textures:

using UnityEditor;
using UnityEngine;
public class TexturePostprocessor : AssetPostprocessor
{
    private void OnPostprocessTexture(Texture2D texture)
    {
        TextureImporter textureImporter = (TextureImporter)assetImporter;
        if (("Textures"))
        {
            if ( > 0)
            {
                foreach (var platformSettings in )
                {
                    if ( == "Android")
                    {
                         = TextureImporterFormat.ETC2_RGBA8;
                         = (int);
                    }
                    else if ( == "iPhone")
                    {
                         = TextureImporterFormat.PVRTC_RGBA4;
                         = (int);
                    }
                }
            }
        }
    }
}

In the above code, we first get the imported textureTextureImporterObject, then traverse itplatformTextureSettingsArray, set the corresponding compression format and quality according to the platform name. In the sample code, we set the ETC2_RGBA8 format and Normal compression quality for the Android platform, and the PVRTC_RGBA4 format and Fast compression quality for the iPhone platform.

Through the above sample code, we can customize the imported texture resources according to our needs, and enable the Mipmap generation of Sprite-type textures to be turned off, and different compression formats and quality are set according to different platforms. These operations can help us optimize game performance and reduce package size.

8. Use the OnPostprocessTexture function

To useOnPostprocessTextureFunctions, just inherit fromAssetPostprocessorThe script can be placed anywhere in the project. Unity will be called automatically when you import a texture resourceOnPostprocessTexturefunction and execute custom logic you wrote.

Please note thatOnPostprocessTextureFunctions are only called after the import of texture resources is completed, and not when the resource is updated or deleted.

Summarize

Importing processing functions by using Unity's editor resourceOnPostprocessTexture, We can execute custom processing logic after the texture resource import is completed. This allows us to modify the properties and settings of texture resources according to project requirements, thereby better controlling and managing texture resources.

Hope this article will be helpful for you to understand and use the OnPostprocessTexture function!

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