Unity导入模型和材质丢失问题处理(大批量操作)
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2022-03-01 12:38:36
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在unity资源商店买的模型包,导入unity后,全部材质丢失,稀里哗啦乱成一片
在网上搜了下材质丢失的办法,结果都是一个一个手动操作
窝草,资源包里接近两万个资产,手动不是要撸的灰飞烟灭
遂自制自动解决材质丢失办法
用法很简单粗暴
右键点击选着要更改的文件夹,
点击 easywork==>改变选中文件夹下所有材质为Standard
点击 easywork==>统一模型材质名称
如下,直接上代码
/********************************************************
文件: 找回丢失材质.cs
作者: 阿飞
日期: CreateTime
寄语: 虎年 虎虎生威 大吉大利
功能: Nothing
*********************************************************/
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using System.IO;
public class 找回丢失材质
{
private static string shaderMode = "Standard";
[MenuItem("Assets/阿飞的EasyWork/改变选中文件夹下所有材质为Standard")]
/// <summary>
/// 改变选中文件夹下所有材质为标准的
/// </summary>
public static void ChangeMaterialsMode()
{
string rootpath = GetSelectFilePath();
foreach (var path in GetAssetsPathWithFormat(rootpath, "mat"))
{
modificationMaterialMode(path);
}
}
[MenuItem("Assets/阿飞的EasyWork/统一模型材质名称")]
/// <summary>
/// 改变选中文件夹下所有材质为标准的
/// </summary>
public static void click1()
{
string rootpath = GetSelectFilePath();
foreach (var path in GetAssetsPathWithFormat(rootpath, "fbx"))
{
modificationFBX_Name(path);
}
foreach (var path in GetAssetsPathWithFormat(rootpath, "FBX"))
{
modificationFBX_Name(path);
}
AssetDatabase.Refresh();
}
public static void modificationFBX_Name(string path)
{
if (string.IsNullOrEmpty(path))
return;
ModelImporter mode = (ModelImporter)ModelImporter.GetAtPath(path);
if (mode != null)
{
mode.materialName = ModelImporterMaterialName.BasedOnModelNameAndMaterialName;
AssetDatabase.ImportAsset(path);
}
else
{
Debug.LogError("设置模型材质名称失败 : " + path);
}
}
/// <summary>
/// 根据路径修改材质为 Standard
/// </summary>
/// <param name="path">路径为Assets开头</param>
public static void modificationMaterialMode(string path)
{
if (string.IsNullOrEmpty(path))
return;
Material material = AssetDatabase.LoadAssetAtPath<Material>(path);
if (material == null)
{
Debug.Log(path);
}
else
{
material.shader = Shader.Find(shaderMode);
}
}
public static string GetSelectFilePath()
{
UnityEngine.Object[] arr = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.TopLevel);
return (Application.dataPath.Substring(0, Application.dataPath.LastIndexOf('/')) + "/" + AssetDatabase.GetAssetPath(arr[0]));
}
public static List<string> GetAssetsPathWithFormat(string rootpath, string endformat)
{
//获取指定路径下面的所有资源文件
if (Directory.Exists(rootpath))
{
DirectoryInfo direction = new DirectoryInfo(rootpath);
FileInfo[] files = direction.GetFiles("*", SearchOption.AllDirectories);
List<string> result = new List<string>();
for (int i = 0; i < files.Length; i++)
{
if (files[i].Name.EndsWith("." + endformat))
{
result.Add(ConvertToAssetsPath(files[i].FullName));
}
}
Debug.Log(string.Format("<color=green>文件数量 : {0}</color>", result.Count));
return result;
}
return null;
}
public static string ConvertToAssetsPath(string path)
{
string newpath = "";
string[] roots = path.Split('\\');
bool isadd = false;
for (int i = 0; i < roots.Length; i++)
{
if (roots[i].Equals("Assets") && isadd == false)
{
isadd = true;
}
if (isadd)
{
if (i == roots.Length - 1)
{
newpath += roots[i];
}
else
{
newpath += roots[i] + "/";
}
}
}
return newpath;
}
}
ok
反正我是解决了