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Add support for Texture2DArray
This commit is contained in:
parent
ec7f2c393d
commit
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@ -569,6 +569,9 @@ namespace AssetStudio
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case ClassIDType.Texture2D:
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obj = new Texture2D(objectReader);
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break;
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case ClassIDType.Texture2DArray:
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obj = new Texture2DArray(objectReader);
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break;
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case ClassIDType.Transform:
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obj = new Transform(objectReader);
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break;
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@ -583,7 +586,9 @@ namespace AssetStudio
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break;
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}
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if (obj != null)
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{
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assetsFile.AddObject(obj);
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}
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}
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catch (Exception e)
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{
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@ -145,6 +145,7 @@ namespace AssetStudio
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ProceduralMaterial = 185,
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ProceduralTexture = 186,
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Texture2DArray = 187,
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Texture2DArrayImage = -187, //fake type
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CubemapArray = 188,
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OffMeshLink = 191,
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OcclusionArea = 192,
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@ -7,6 +7,8 @@ namespace AssetStudio
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{
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public abstract class EditorExtension : Object
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{
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protected EditorExtension() { }
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protected EditorExtension(ObjectReader reader) : base(reader)
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{
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if (platform == BuildTarget.NoTarget)
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29
AssetStudio/Classes/GLTextureSettings.cs
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29
AssetStudio/Classes/GLTextureSettings.cs
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@ -0,0 +1,29 @@
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namespace AssetStudio
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{
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public class GLTextureSettings
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{
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public int m_FilterMode;
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public int m_Aniso;
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public float m_MipBias;
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public int m_WrapMode;
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public GLTextureSettings(ObjectReader reader)
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{
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var version = reader.version;
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m_FilterMode = reader.ReadInt32();
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m_Aniso = reader.ReadInt32();
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m_MipBias = reader.ReadSingle();
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if (version[0] >= 2017)//2017.x and up
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{
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m_WrapMode = reader.ReadInt32(); //m_WrapU
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int m_WrapV = reader.ReadInt32();
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int m_WrapW = reader.ReadInt32();
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}
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else
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{
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m_WrapMode = reader.ReadInt32();
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}
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}
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}
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}
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711
AssetStudio/Classes/GraphicsFormat.cs
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711
AssetStudio/Classes/GraphicsFormat.cs
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@ -0,0 +1,711 @@
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namespace AssetStudio
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{
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public enum GraphicsFormat
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{
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/// <summary>
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/// The format is not specified.
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/// </summary>
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None,
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/// <summary>
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/// A one-component, 8-bit unsigned normalized format that has a single 8-bit R component stored with sRGB nonlinear encoding.
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/// </summary>
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R8_SRGB,
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/// <summary>
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/// A two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1.
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/// </summary>
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R8G8_SRGB,
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/// <summary>
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/// A three-component, 24-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit B component stored with sRGB nonlinear encoding in byte 2.
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/// </summary>
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R8G8B8_SRGB,
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/// <summary>
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/// A four-component, 32-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit B component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3.
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/// </summary>
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R8G8B8A8_SRGB,
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/// <summary>
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/// A one-component, 8-bit unsigned normalized format that has a single 8-bit R component.
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/// </summary>
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R8_UNorm,
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/// <summary>
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/// A two-component, 16-bit unsigned normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1.
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/// </summary>
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R8G8_UNorm,
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/// <summary>
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/// A three-component, 24-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2.
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/// </summary>
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R8G8B8_UNorm,
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/// <summary>
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/// A four-component, 32-bit unsigned normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3.
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/// </summary>
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R8G8B8A8_UNorm,
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/// <summary>
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/// A one-component, 8-bit signed normalized format that has a single 8-bit R component.
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/// </summary>
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R8_SNorm,
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/// <summary>
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/// A two-component, 16-bit signed normalized format that has an 8-bit R component stored with sRGB nonlinear encoding in byte 0, and an 8-bit G component stored with sRGB nonlinear encoding in byte 1.
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/// </summary>
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R8G8_SNorm,
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/// <summary>
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/// A three-component, 24-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2.
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/// </summary>
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R8G8B8_SNorm,
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/// <summary>
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/// A four-component, 32-bit signed normalized format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3.
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/// </summary>
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R8G8B8A8_SNorm,
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/// <summary>
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/// A one-component, 8-bit unsigned integer format that has a single 8-bit R component.
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/// </summary>
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R8_UInt,
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/// <summary>
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/// A two-component, 16-bit unsigned integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1.
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/// </summary>
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R8G8_UInt,
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/// <summary>
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/// A three-component, 24-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2.
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/// </summary>
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R8G8B8_UInt,
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/// <summary>
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/// A four-component, 32-bit unsigned integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3.
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/// </summary>
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R8G8B8A8_UInt,
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/// <summary>
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/// A one-component, 8-bit signed integer format that has a single 8-bit R component.
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/// </summary>
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R8_SInt,
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/// <summary>
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/// A two-component, 16-bit signed integer format that has an 8-bit R component in byte 0, and an 8-bit G component in byte 1.
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/// </summary>
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R8G8_SInt,
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/// <summary>
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/// A three-component, 24-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, and an 8-bit B component in byte 2.
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/// </summary>
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R8G8B8_SInt,
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/// <summary>
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/// A four-component, 32-bit signed integer format that has an 8-bit R component in byte 0, an 8-bit G component in byte 1, an 8-bit B component in byte 2, and an 8-bit A component in byte 3.
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/// </summary>
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R8G8B8A8_SInt,
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/// <summary>
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/// A one-component, 16-bit unsigned normalized format that has a single 16-bit R component.
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/// </summary>
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R16_UNorm,
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/// <summary>
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/// A two-component, 32-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3.
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/// </summary>
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R16G16_UNorm,
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/// <summary>
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/// A three-component, 48-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.
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/// </summary>
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R16G16B16_UNorm,
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/// <summary>
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/// A four-component, 64-bit unsigned normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.
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/// </summary>
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R16G16B16A16_UNorm,
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/// <summary>
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/// A one-component, 16-bit signed normalized format that has a single 16-bit R component.
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/// </summary>
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R16_SNorm,
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/// <summary>
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/// A two-component, 32-bit signed normalized format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3.
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/// </summary>
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R16G16_SNorm,
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/// <summary>
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/// A three-component, 48-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.
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/// </summary>
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R16G16B16_SNorm,
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/// <summary>
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/// A four-component, 64-bit signed normalized format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.
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/// </summary>
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R16G16B16A16_SNorm,
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/// <summary>
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/// A one-component, 16-bit unsigned integer format that has a single 16-bit R component.
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/// </summary>
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R16_UInt,
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/// <summary>
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/// A two-component, 32-bit unsigned integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3.
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/// </summary>
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R16G16_UInt,
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/// <summary>
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/// A three-component, 48-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.
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/// </summary>
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R16G16B16_UInt,
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/// <summary>
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/// A four-component, 64-bit unsigned integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.
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/// </summary>
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R16G16B16A16_UInt,
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/// <summary>
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/// A one-component, 16-bit signed integer format that has a single 16-bit R component.
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/// </summary>
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R16_SInt,
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/// <summary>
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/// A two-component, 32-bit signed integer format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3.
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/// </summary>
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R16G16_SInt,
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/// <summary>
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/// A three-component, 48-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.
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/// </summary>
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R16G16B16_SInt,
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/// <summary>
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/// A four-component, 64-bit signed integer format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.
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/// </summary>
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R16G16B16A16_SInt,
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/// <summary>
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/// A one-component, 32-bit unsigned integer format that has a single 32-bit R component.
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/// </summary>
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R32_UInt,
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/// <summary>
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/// A two-component, 64-bit unsigned integer format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7.
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/// </summary>
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R32G32_UInt,
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/// <summary>
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/// A three-component, 96-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11.
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/// </summary>
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R32G32B32_UInt,
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/// <summary>
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/// A four-component, 128-bit unsigned integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15.
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/// </summary>
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R32G32B32A32_UInt,
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/// <summary>
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/// A one-component, 32-bit signed integer format that has a single 32-bit R component.
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/// </summary>
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R32_SInt,
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/// <summary>
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/// A two-component, 64-bit signed integer format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7.
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/// </summary>
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R32G32_SInt,
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/// <summary>
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/// A three-component, 96-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11.
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/// </summary>
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R32G32B32_SInt,
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/// <summary>
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/// A four-component, 128-bit signed integer format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15.
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/// </summary>
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R32G32B32A32_SInt,
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/// <summary>
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/// A one-component, 16-bit signed floating-point format that has a single 16-bit R component.
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/// </summary>
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R16_SFloat,
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/// <summary>
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/// A two-component, 32-bit signed floating-point format that has a 16-bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3.
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/// </summary>
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R16G16_SFloat,
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/// <summary>
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/// A three-component, 48-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, and a 16-bit B component in bytes 4..5.
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/// </summary>
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R16G16B16_SFloat,
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/// <summary>
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/// A four-component, 64-bit signed floating-point format that has a 16-bit R component in bytes 0..1, a 16-bit G component in bytes 2..3, a 16-bit B component in bytes 4..5, and a 16-bit A component in bytes 6..7.
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/// </summary>
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R16G16B16A16_SFloat,
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/// <summary>
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/// A one-component, 32-bit signed floating-point format that has a single 32-bit R component.
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/// </summary>
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R32_SFloat,
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/// <summary>
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/// A two-component, 64-bit signed floating-point format that has a 32-bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7.
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/// </summary>
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R32G32_SFloat,
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/// <summary>
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/// A three-component, 96-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, and a 32-bit B component in bytes 8..11.
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/// </summary>
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R32G32B32_SFloat,
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/// <summary>
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/// A four-component, 128-bit signed floating-point format that has a 32-bit R component in bytes 0..3, a 32-bit G component in bytes 4..7, a 32-bit B component in bytes 8..11, and a 32-bit A component in bytes 12..15.
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/// </summary>
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R32G32B32A32_SFloat,
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/// <summary>
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/// A three-component, 24-bit unsigned normalized format that has an 8-bit B component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, and an 8-bit R component stored with sRGB nonlinear encoding in byte 2.
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/// </summary>
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B8G8R8_SRGB = 56,
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/// <summary>
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/// A four-component, 32-bit unsigned normalized format that has an 8-bit B component stored with sRGB nonlinear encoding in byte 0, an 8-bit G component stored with sRGB nonlinear encoding in byte 1, an 8-bit R component stored with sRGB nonlinear encoding in byte 2, and an 8-bit A component in byte 3.
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/// </summary>
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B8G8R8A8_SRGB,
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/// <summary>
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/// A three-component, 24-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2.
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/// </summary>
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B8G8R8_UNorm,
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/// <summary>
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/// A four-component, 32-bit unsigned normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3.
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/// </summary>
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B8G8R8A8_UNorm,
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/// <summary>
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/// A three-component, 24-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2.
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/// </summary>
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B8G8R8_SNorm,
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/// <summary>
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/// A four-component, 32-bit signed normalized format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3.
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/// </summary>
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B8G8R8A8_SNorm,
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/// <summary>
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/// A three-component, 24-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2
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/// </summary>
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B8G8R8_UInt,
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/// <summary>
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/// A four-component, 32-bit unsigned integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3.
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/// </summary>
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B8G8R8A8_UInt,
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/// <summary>
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/// A three-component, 24-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, and an 8-bit R component in byte 2.
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/// </summary>
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B8G8R8_SInt,
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/// <summary>
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/// A four-component, 32-bit signed integer format that has an 8-bit B component in byte 0, an 8-bit G component in byte 1, an 8-bit R component in byte 2, and an 8-bit A component in byte 3.
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/// </summary>
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B8G8R8A8_SInt,
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/// <summary>
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/// A four-component, 16-bit packed unsigned normalized format that has a 4-bit R component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit B component in bits 4..7, and a 4-bit A component in bits 0..3.
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/// </summary>
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R4G4B4A4_UNormPack16,
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/// <summary>
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/// A four-component, 16-bit packed unsigned normalized format that has a 4-bit B component in bits 12..15, a 4-bit G component in bits 8..11, a 4-bit R component in bits 4..7, and a 4-bit A component in bits 0..3.
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/// </summary>
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B4G4R4A4_UNormPack16,
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/// <summary>
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/// A three-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit B component in bits 0..4.
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/// </summary>
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R5G6B5_UNormPack16,
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/// <summary>
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/// A three-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 6-bit G component in bits 5..10, and a 5-bit R component in bits 0..4.
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/// </summary>
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B5G6R5_UNormPack16,
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/// <summary>
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/// A four-component, 16-bit packed unsigned normalized format that has a 5-bit R component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit B component in bits 1..5, and a 1-bit A component in bit 0.
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/// </summary>
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R5G5B5A1_UNormPack16,
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/// <summary>
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/// A four-component, 16-bit packed unsigned normalized format that has a 5-bit B component in bits 11..15, a 5-bit G component in bits 6..10, a 5-bit R component in bits 1..5, and a 1-bit A component in bit 0.
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/// </summary>
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B5G5R5A1_UNormPack16,
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/// <summary>
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/// A four-component, 16-bit packed unsigned normalized format that has a 1-bit A component in bit 15, a 5-bit R component in bits 10..14, a 5-bit G component in bits 5..9, and a 5-bit B component in bits 0..4.
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/// </summary>
|
||||
A1R5G5B5_UNormPack16,
|
||||
/// <summary>
|
||||
/// A three-component, 32-bit packed unsigned floating-point format that has a 5-bit shared exponent in bits 27..31, a 9-bit B component mantissa in bits 18..26, a 9-bit G component mantissa in bits 9..17, and a 9-bit R component mantissa in bits 0..8.
|
||||
/// </summary>
|
||||
E5B9G9R9_UFloatPack32,
|
||||
/// <summary>
|
||||
/// A three-component, 32-bit packed unsigned floating-point format that has a 10-bit B component in bits 22..31, an 11-bit G component in bits 11..21, an 11-bit R component in bits 0..10.
|
||||
/// </summary>
|
||||
B10G11R11_UFloatPack32,
|
||||
/// <summary>
|
||||
/// A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9.
|
||||
/// </summary>
|
||||
A2B10G10R10_UNormPack32,
|
||||
/// <summary>
|
||||
/// A four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9.
|
||||
/// </summary>
|
||||
A2B10G10R10_UIntPack32,
|
||||
/// <summary>
|
||||
/// A four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit B component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit R component in bits 0..9.
|
||||
/// </summary>
|
||||
A2B10G10R10_SIntPack32,
|
||||
/// <summary>
|
||||
/// A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9.
|
||||
/// </summary>
|
||||
A2R10G10B10_UNormPack32,
|
||||
/// <summary>
|
||||
/// A four-component, 32-bit packed unsigned integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9.
|
||||
/// </summary>
|
||||
A2R10G10B10_UIntPack32,
|
||||
/// <summary>
|
||||
/// A four-component, 32-bit packed signed integer format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9.
|
||||
/// </summary>
|
||||
A2R10G10B10_SIntPack32,
|
||||
/// <summary>
|
||||
/// A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.
|
||||
/// </summary>
|
||||
A2R10G10B10_XRSRGBPack32,
|
||||
/// <summary>
|
||||
/// A four-component, 32-bit packed unsigned normalized format that has a 2-bit A component in bits 30..31, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.
|
||||
/// </summary>
|
||||
A2R10G10B10_XRUNormPack32,
|
||||
/// <summary>
|
||||
/// A four-component, 32-bit packed unsigned normalized format that has a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.
|
||||
/// </summary>
|
||||
R10G10B10_XRSRGBPack32,
|
||||
/// <summary>
|
||||
/// A four-component, 32-bit packed unsigned normalized format that has a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion).
|
||||
/// </summary>
|
||||
R10G10B10_XRUNormPack32,
|
||||
/// <summary>
|
||||
/// A four-component, 64-bit packed unsigned normalized format that has a 10-bit A component in bits 30..39, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are gamma encoded and their values range from -0.5271 to 1.66894. The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.
|
||||
/// </summary>
|
||||
A10R10G10B10_XRSRGBPack32,
|
||||
/// <summary>
|
||||
/// A four-component, 64-bit packed unsigned normalized format that has a 10-bit A component in bits 30..39, a 10-bit R component in bits 20..29, a 10-bit G component in bits 10..19, and a 10-bit B component in bits 0..9. The components are linearly encoded and their values range from -0.752941 to 1.25098 (pre-expansion). The alpha component is clamped to either 0.0 or 1.0 on sampling, rendering, and writing operations.
|
||||
/// </summary>
|
||||
A10R10G10B10_XRUNormPack32,
|
||||
/// <summary>
|
||||
/// A one-component, 16-bit unsigned normalized format that has a single 16-bit depth component.
|
||||
/// </summary>
|
||||
D16_UNorm = 90,
|
||||
/// <summary>
|
||||
/// A two-component, 32-bit format that has 24 unsigned normalized bits in the depth component and, optionally: 8 bits that are unused.
|
||||
/// </summary>
|
||||
D24_UNorm,
|
||||
/// <summary>
|
||||
/// A two-component, 32-bit packed format that has 8 unsigned integer bits in the stencil component, and 24 unsigned normalized bits in the depth component.
|
||||
/// </summary>
|
||||
D24_UNorm_S8_UInt,
|
||||
/// <summary>
|
||||
/// A one-component, 32-bit signed floating-point format that has 32-bits in the depth component.
|
||||
/// </summary>
|
||||
D32_SFloat,
|
||||
/// <summary>
|
||||
/// A two-component format that has 32 signed float bits in the depth component and 8 unsigned integer bits in the stencil component. There are optionally: 24-bits that are unused.
|
||||
/// </summary>
|
||||
D32_SFloat_S8_UInt,
|
||||
/// <summary>
|
||||
/// A one-component, 8-bit unsigned integer format that has 8-bits in the stencil component.
|
||||
/// </summary>
|
||||
S8_UInt,
|
||||
/// <summary>
|
||||
/// A three-component, block-compressed format (also known as BC1). Each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has a 1 bit alpha channel.
|
||||
/// </summary>
|
||||
RGBA_DXT1_SRGB,
|
||||
/// <summary>
|
||||
/// A three-component, block-compressed format (also known as BC1). Each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has a 1 bit alpha channel.
|
||||
/// </summary>
|
||||
RGBA_DXT1_UNorm,
|
||||
/// <summary>
|
||||
/// A four-component, block-compressed format (also known as BC2) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding.
|
||||
/// </summary>
|
||||
RGBA_DXT3_SRGB,
|
||||
/// <summary>
|
||||
/// A four-component, block-compressed format (also known as BC2) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values.
|
||||
/// </summary>
|
||||
RGBA_DXT3_UNorm,
|
||||
/// <summary>
|
||||
/// A four-component, block-compressed format (also known as BC3) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding.
|
||||
/// </summary>
|
||||
RGBA_DXT5_SRGB,
|
||||
/// <summary>
|
||||
/// A four-component, block-compressed format (also known as BC3) where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values.
|
||||
/// </summary>
|
||||
RGBA_DXT5_UNorm,
|
||||
/// <summary>
|
||||
/// A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data.
|
||||
/// </summary>
|
||||
R_BC4_UNorm,
|
||||
/// <summary>
|
||||
/// A one-component, block-compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data.
|
||||
/// </summary>
|
||||
R_BC4_SNorm,
|
||||
/// <summary>
|
||||
/// A two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values.
|
||||
/// </summary>
|
||||
RG_BC5_UNorm,
|
||||
/// <summary>
|
||||
/// A two-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values.
|
||||
/// </summary>
|
||||
RG_BC5_SNorm,
|
||||
/// <summary>
|
||||
/// A three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned floating-point RGB texel data.
|
||||
/// </summary>
|
||||
RGB_BC6H_UFloat,
|
||||
/// <summary>
|
||||
/// A three-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed floating-point RGB texel data.
|
||||
/// </summary>
|
||||
RGB_BC6H_SFloat,
|
||||
/// <summary>
|
||||
/// A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
|
||||
/// </summary>
|
||||
RGBA_BC7_SRGB,
|
||||
/// <summary>
|
||||
/// A four-component, block-compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data.
|
||||
/// </summary>
|
||||
RGBA_BC7_UNorm,
|
||||
/// <summary>
|
||||
/// A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque.
|
||||
/// </summary>
|
||||
RGB_PVRTC_2Bpp_SRGB,
|
||||
/// <summary>
|
||||
/// A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque.
|
||||
/// </summary>
|
||||
RGB_PVRTC_2Bpp_UNorm,
|
||||
/// <summary>
|
||||
/// A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque.
|
||||
/// </summary>
|
||||
RGB_PVRTC_4Bpp_SRGB,
|
||||
/// <summary>
|
||||
/// A three-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque.
|
||||
/// </summary>
|
||||
RGB_PVRTC_4Bpp_UNorm,
|
||||
/// <summary>
|
||||
/// A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values with sRGB nonlinear encoding applied.
|
||||
/// </summary>
|
||||
RGBA_PVRTC_2Bpp_SRGB,
|
||||
/// <summary>
|
||||
/// A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 8×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values.
|
||||
/// </summary>
|
||||
RGBA_PVRTC_2Bpp_UNorm,
|
||||
/// <summary>
|
||||
/// A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values with sRGB nonlinear encoding applied.
|
||||
/// </summary>
|
||||
RGBA_PVRTC_4Bpp_SRGB,
|
||||
/// <summary>
|
||||
/// A four-component, PVRTC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 32 bits encoding alpha values followed by 32 bits encoding RGB values.
|
||||
/// </summary>
|
||||
RGBA_PVRTC_4Bpp_UNorm,
|
||||
/// <summary>
|
||||
/// A three-component, ETC compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque.
|
||||
/// </summary>
|
||||
RGB_ETC_UNorm,
|
||||
/// <summary>
|
||||
/// A three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding. This format has no alpha and is considered opaque.
|
||||
/// </summary>
|
||||
RGB_ETC2_SRGB,
|
||||
/// <summary>
|
||||
/// A three-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data. This format has no alpha and is considered opaque.
|
||||
/// </summary>
|
||||
RGB_ETC2_UNorm,
|
||||
/// <summary>
|
||||
/// A four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data with sRGB nonlinear encoding, and provides 1 bit of alpha.
|
||||
/// </summary>
|
||||
RGB_A1_ETC2_SRGB,
|
||||
/// <summary>
|
||||
/// A four-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGB texel data, and provides 1 bit of alpha.
|
||||
/// </summary>
|
||||
RGB_A1_ETC2_UNorm,
|
||||
/// <summary>
|
||||
/// A four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values with sRGB nonlinear encoding applied.
|
||||
/// </summary>
|
||||
RGBA_ETC2_SRGB,
|
||||
/// <summary>
|
||||
/// A four-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with the first 64 bits encoding alpha values followed by 64 bits encoding RGB values.
|
||||
/// </summary>
|
||||
RGBA_ETC2_UNorm,
|
||||
/// <summary>
|
||||
/// A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized red texel data.
|
||||
/// </summary>
|
||||
R_EAC_UNorm,
|
||||
/// <summary>
|
||||
/// A one-component, ETC2 compressed format where each 64-bit compressed texel block encodes a 4×4 rectangle of signed normalized red texel data.
|
||||
/// </summary>
|
||||
R_EAC_SNorm,
|
||||
/// <summary>
|
||||
/// A two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values.
|
||||
/// </summary>
|
||||
RG_EAC_UNorm,
|
||||
/// <summary>
|
||||
/// A two-component, ETC2 compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of signed normalized RG texel data with the first 64 bits encoding red values followed by 64 bits encoding green values.
|
||||
/// </summary>
|
||||
RG_EAC_SNorm,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
|
||||
/// </summary>
|
||||
RGBA_ASTC4X4_SRGB,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of unsigned normalized RGBA texel data.
|
||||
/// </summary>
|
||||
RGBA_ASTC4X4_UNorm,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
|
||||
/// </summary>
|
||||
RGBA_ASTC5X5_SRGB,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of unsigned normalized RGBA texel data.
|
||||
/// </summary>
|
||||
RGBA_ASTC5X5_UNorm,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
|
||||
/// </summary>
|
||||
RGBA_ASTC6X6_SRGB,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of unsigned normalized RGBA texel data.
|
||||
/// </summary>
|
||||
RGBA_ASTC6X6_UNorm,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
|
||||
/// </summary>
|
||||
RGBA_ASTC8X8_SRGB,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of unsigned normalized RGBA texel data.
|
||||
/// </summary>
|
||||
RGBA_ASTC8X8_UNorm,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
|
||||
/// </summary>
|
||||
RGBA_ASTC10X10_SRGB,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of unsigned normalized RGBA texel data.
|
||||
/// </summary>
|
||||
RGBA_ASTC10X10_UNorm,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data with sRGB nonlinear encoding applied to the RGB components.
|
||||
/// </summary>
|
||||
RGBA_ASTC12X12_SRGB,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of unsigned normalized RGBA texel data.
|
||||
/// </summary>
|
||||
RGBA_ASTC12X12_UNorm,
|
||||
/// <summary>
|
||||
/// YUV 4:2:2 Video resource format.
|
||||
/// </summary>
|
||||
YUV2,
|
||||
/// <summary>
|
||||
/// GraphicsFormat.YUV2.
|
||||
/// </summary>
|
||||
VideoAuto = 144,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 4×4 rectangle of float RGBA texel data.
|
||||
/// </summary>
|
||||
RGBA_ASTC4X4_UFloat,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 5×5 rectangle of float RGBA texel data.
|
||||
/// </summary>
|
||||
RGBA_ASTC5X5_UFloat,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 6×6 rectangle of float RGBA texel data.
|
||||
/// </summary>
|
||||
RGBA_ASTC6X6_UFloat,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes an 8×8 rectangle of float RGBA texel data.
|
||||
/// </summary>
|
||||
RGBA_ASTC8X8_UFloat,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 10×10 rectangle of float RGBA texel data.
|
||||
/// </summary>
|
||||
RGBA_ASTC10X10_UFloat,
|
||||
/// <summary>
|
||||
/// A four-component, ASTC compressed format where each 128-bit compressed texel block encodes a 12×12 rectangle of float RGBA texel data.
|
||||
/// </summary>
|
||||
RGBA_ASTC12X12_UFloat,
|
||||
/// <summary>
|
||||
/// A two-component, 24-bit format that has 16 unsigned normalized bits in the depth component and 8 unsigned integer bits in the stencil component. Most platforms do not support this format.
|
||||
/// </summary>
|
||||
D16_UNorm_S8_UInt,
|
||||
}
|
||||
|
||||
public static class GraphicsFormatExtension
|
||||
{
|
||||
public static TextureFormat ToTextureFormat(this GraphicsFormat graphicsFormat)
|
||||
{
|
||||
switch (graphicsFormat)
|
||||
{
|
||||
case GraphicsFormat.R8_SRGB:
|
||||
case GraphicsFormat.R8_UInt:
|
||||
case GraphicsFormat.R8_UNorm:
|
||||
return TextureFormat.R8;
|
||||
case GraphicsFormat.R8G8_SRGB:
|
||||
case GraphicsFormat.R8G8_UInt:
|
||||
case GraphicsFormat.R8G8_UNorm:
|
||||
return TextureFormat.RG16;
|
||||
case GraphicsFormat.R8G8B8_SRGB:
|
||||
case GraphicsFormat.R8G8B8_UInt:
|
||||
case GraphicsFormat.R8G8B8_UNorm:
|
||||
return TextureFormat.RGB24;
|
||||
case GraphicsFormat.R8G8B8A8_SRGB:
|
||||
case GraphicsFormat.R8G8B8A8_UInt:
|
||||
case GraphicsFormat.R8G8B8A8_UNorm:
|
||||
return TextureFormat.RGBA32;
|
||||
case GraphicsFormat.R16_UInt:
|
||||
case GraphicsFormat.R16_UNorm:
|
||||
return TextureFormat.R16;
|
||||
case GraphicsFormat.R16G16_UInt:
|
||||
case GraphicsFormat.R16G16_UNorm:
|
||||
return TextureFormat.RG32;
|
||||
case GraphicsFormat.R16G16B16_UInt:
|
||||
case GraphicsFormat.R16G16B16_UNorm:
|
||||
return TextureFormat.RGB48;
|
||||
case GraphicsFormat.R16G16B16A16_UInt:
|
||||
case GraphicsFormat.R16G16B16A16_UNorm:
|
||||
return TextureFormat.RGBA64;
|
||||
case GraphicsFormat.R16_SFloat:
|
||||
return TextureFormat.RHalf;
|
||||
case GraphicsFormat.R16G16_SFloat:
|
||||
return TextureFormat.RGHalf;
|
||||
case GraphicsFormat.R16G16B16_SFloat: //?
|
||||
case GraphicsFormat.R16G16B16A16_SFloat:
|
||||
return TextureFormat.RGBAHalf;
|
||||
case GraphicsFormat.R32_SFloat:
|
||||
return TextureFormat.RFloat;
|
||||
case GraphicsFormat.R32G32_SFloat:
|
||||
return TextureFormat.RGFloat;
|
||||
case GraphicsFormat.R32G32B32_SFloat: //?
|
||||
case GraphicsFormat.R32G32B32A32_SFloat:
|
||||
return TextureFormat.RGBAFloat;
|
||||
case GraphicsFormat.B8G8R8A8_SRGB:
|
||||
case GraphicsFormat.B8G8R8A8_UInt:
|
||||
case GraphicsFormat.B8G8R8A8_UNorm:
|
||||
return TextureFormat.BGRA32;
|
||||
case GraphicsFormat.E5B9G9R9_UFloatPack32:
|
||||
return TextureFormat.RGB9e5Float;
|
||||
case GraphicsFormat.RGBA_DXT1_SRGB:
|
||||
case GraphicsFormat.RGBA_DXT1_UNorm:
|
||||
return TextureFormat.DXT1;
|
||||
case GraphicsFormat.RGBA_DXT3_SRGB:
|
||||
case GraphicsFormat.RGBA_DXT3_UNorm:
|
||||
return TextureFormat.DXT3;
|
||||
case GraphicsFormat.RGBA_DXT5_SRGB:
|
||||
case GraphicsFormat.RGBA_DXT5_UNorm:
|
||||
return TextureFormat.DXT5;
|
||||
case GraphicsFormat.R_BC4_UNorm:
|
||||
return TextureFormat.BC4;
|
||||
case GraphicsFormat.RG_BC5_UNorm:
|
||||
return TextureFormat.BC5;
|
||||
case GraphicsFormat.RGB_BC6H_SFloat:
|
||||
case GraphicsFormat.RGB_BC6H_UFloat:
|
||||
return TextureFormat.BC6H;
|
||||
case GraphicsFormat.RGBA_BC7_SRGB:
|
||||
case GraphicsFormat.RGBA_BC7_UNorm:
|
||||
return TextureFormat.BC7;
|
||||
case GraphicsFormat.RGB_PVRTC_2Bpp_SRGB:
|
||||
case GraphicsFormat.RGB_PVRTC_2Bpp_UNorm:
|
||||
case GraphicsFormat.RGBA_PVRTC_2Bpp_SRGB:
|
||||
case GraphicsFormat.RGBA_PVRTC_2Bpp_UNorm:
|
||||
return TextureFormat.PVRTC_RGBA2;
|
||||
case GraphicsFormat.RGB_PVRTC_4Bpp_SRGB:
|
||||
case GraphicsFormat.RGB_PVRTC_4Bpp_UNorm:
|
||||
case GraphicsFormat.RGBA_PVRTC_4Bpp_SRGB:
|
||||
case GraphicsFormat.RGBA_PVRTC_4Bpp_UNorm:
|
||||
return TextureFormat.PVRTC_RGBA4;
|
||||
case GraphicsFormat.RGB_ETC_UNorm:
|
||||
return TextureFormat.ETC_RGB4;
|
||||
case GraphicsFormat.RGB_ETC2_SRGB:
|
||||
case GraphicsFormat.RGB_ETC2_UNorm:
|
||||
return TextureFormat.ETC2_RGB;
|
||||
case GraphicsFormat.RGB_A1_ETC2_SRGB:
|
||||
case GraphicsFormat.RGB_A1_ETC2_UNorm:
|
||||
return TextureFormat.ETC2_RGBA1;
|
||||
case GraphicsFormat.RGBA_ETC2_SRGB:
|
||||
case GraphicsFormat.RGBA_ETC2_UNorm:
|
||||
return TextureFormat.ETC2_RGBA8;
|
||||
case GraphicsFormat.R_EAC_UNorm:
|
||||
return TextureFormat.EAC_R;
|
||||
case GraphicsFormat.R_EAC_SNorm:
|
||||
return TextureFormat.EAC_R_SIGNED;
|
||||
case GraphicsFormat.RG_EAC_UNorm:
|
||||
return TextureFormat.EAC_RG;
|
||||
case GraphicsFormat.RG_EAC_SNorm:
|
||||
return TextureFormat.EAC_RG_SIGNED;
|
||||
case GraphicsFormat.RGBA_ASTC4X4_SRGB:
|
||||
case GraphicsFormat.RGBA_ASTC4X4_UNorm:
|
||||
return TextureFormat.ASTC_RGBA_4x4;
|
||||
case GraphicsFormat.RGBA_ASTC5X5_SRGB:
|
||||
case GraphicsFormat.RGBA_ASTC5X5_UNorm:
|
||||
return TextureFormat.ASTC_RGBA_5x5;
|
||||
case GraphicsFormat.RGBA_ASTC6X6_SRGB:
|
||||
case GraphicsFormat.RGBA_ASTC6X6_UNorm:
|
||||
return TextureFormat.ASTC_RGBA_6x6;
|
||||
case GraphicsFormat.RGBA_ASTC8X8_SRGB:
|
||||
case GraphicsFormat.RGBA_ASTC8X8_UNorm:
|
||||
return TextureFormat.ASTC_RGBA_8x8;
|
||||
case GraphicsFormat.RGBA_ASTC10X10_SRGB:
|
||||
case GraphicsFormat.RGBA_ASTC10X10_UNorm:
|
||||
return TextureFormat.ASTC_RGBA_10x10;
|
||||
case GraphicsFormat.RGBA_ASTC12X12_SRGB:
|
||||
case GraphicsFormat.RGBA_ASTC12X12_UNorm:
|
||||
return TextureFormat.ASTC_RGBA_12x12;
|
||||
case GraphicsFormat.YUV2:
|
||||
case GraphicsFormat.VideoAuto:
|
||||
return TextureFormat.YUY2;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -9,6 +9,8 @@ namespace AssetStudio
|
||||
{
|
||||
public string m_Name;
|
||||
|
||||
protected NamedObject() { }
|
||||
|
||||
protected NamedObject(ObjectReader reader) : base(reader)
|
||||
{
|
||||
m_Name = reader.ReadAlignedString();
|
||||
|
@ -18,6 +18,8 @@ namespace AssetStudio
|
||||
public SerializedType serializedType;
|
||||
public uint byteSize;
|
||||
|
||||
public Object() { }
|
||||
|
||||
public Object(ObjectReader reader)
|
||||
{
|
||||
this.reader = reader;
|
||||
|
25
AssetStudio/Classes/StreamingInfo.cs
Normal file
25
AssetStudio/Classes/StreamingInfo.cs
Normal file
@ -0,0 +1,25 @@
|
||||
namespace AssetStudio
|
||||
{
|
||||
public class StreamingInfo
|
||||
{
|
||||
public long offset; //ulong
|
||||
public uint size;
|
||||
public string path;
|
||||
|
||||
public StreamingInfo(ObjectReader reader)
|
||||
{
|
||||
var version = reader.version;
|
||||
|
||||
if (version[0] >= 2020) //2020.1 and up
|
||||
{
|
||||
offset = reader.ReadInt64();
|
||||
}
|
||||
else
|
||||
{
|
||||
offset = reader.ReadUInt32();
|
||||
}
|
||||
size = reader.ReadUInt32();
|
||||
path = reader.ReadAlignedString();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,12 +1,9 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace AssetStudio
|
||||
namespace AssetStudio
|
||||
{
|
||||
public abstract class Texture : NamedObject
|
||||
{
|
||||
protected Texture() { }
|
||||
|
||||
protected Texture(ObjectReader reader) : base(reader)
|
||||
{
|
||||
if (version[0] > 2017 || (version[0] == 2017 && version[1] >= 3)) //2017.3 and up
|
||||
|
@ -2,72 +2,58 @@
|
||||
|
||||
namespace AssetStudio
|
||||
{
|
||||
public class StreamingInfo
|
||||
{
|
||||
public long offset; //ulong
|
||||
public uint size;
|
||||
public string path;
|
||||
|
||||
public StreamingInfo(ObjectReader reader)
|
||||
{
|
||||
var version = reader.version;
|
||||
|
||||
if (version[0] >= 2020) //2020.1 and up
|
||||
{
|
||||
offset = reader.ReadInt64();
|
||||
}
|
||||
else
|
||||
{
|
||||
offset = reader.ReadUInt32();
|
||||
}
|
||||
size = reader.ReadUInt32();
|
||||
path = reader.ReadAlignedString();
|
||||
}
|
||||
}
|
||||
|
||||
public class GLTextureSettings
|
||||
{
|
||||
public int m_FilterMode;
|
||||
public int m_Aniso;
|
||||
public float m_MipBias;
|
||||
public int m_WrapMode;
|
||||
|
||||
public GLTextureSettings(ObjectReader reader)
|
||||
{
|
||||
var version = reader.version;
|
||||
|
||||
m_FilterMode = reader.ReadInt32();
|
||||
m_Aniso = reader.ReadInt32();
|
||||
m_MipBias = reader.ReadSingle();
|
||||
if (version[0] >= 2017)//2017.x and up
|
||||
{
|
||||
m_WrapMode = reader.ReadInt32(); //m_WrapU
|
||||
int m_WrapV = reader.ReadInt32();
|
||||
int m_WrapW = reader.ReadInt32();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_WrapMode = reader.ReadInt32();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class Texture2D : Texture
|
||||
{
|
||||
public int m_Width;
|
||||
public int m_Height;
|
||||
public int m_CompleteImageSize;
|
||||
public TextureFormat m_TextureFormat;
|
||||
public bool m_MipMap;
|
||||
public int m_MipCount;
|
||||
public GLTextureSettings m_TextureSettings;
|
||||
public int m_ImageCount;
|
||||
public ResourceReader image_data;
|
||||
public StreamingInfo m_StreamData;
|
||||
|
||||
public Texture2D() { }
|
||||
|
||||
public Texture2D(Texture2DArray m_Texture2DArray, int layer)
|
||||
{
|
||||
reader = m_Texture2DArray.reader;
|
||||
assetsFile = m_Texture2DArray.assetsFile;
|
||||
version = m_Texture2DArray.version;
|
||||
platform = m_Texture2DArray.platform;
|
||||
|
||||
m_Name = $"{m_Texture2DArray.m_Name}_{layer + 1}";
|
||||
type = ClassIDType.Texture2DArrayImage;
|
||||
m_PathID = -1;
|
||||
|
||||
m_Width = m_Texture2DArray.m_Width;
|
||||
m_Height = m_Texture2DArray.m_Height;
|
||||
m_TextureFormat = m_Texture2DArray.m_Format.ToTextureFormat();
|
||||
m_MipCount = m_Texture2DArray.m_MipCount;
|
||||
m_TextureSettings = m_Texture2DArray.m_TextureSettings;
|
||||
m_StreamData = m_Texture2DArray.m_StreamData;
|
||||
m_MipMap = m_MipCount > 1;
|
||||
m_ImageCount = 1;
|
||||
|
||||
//var imgActualDataSize = GetImageDataSize(m_TextureFormat);
|
||||
//var mipmapSize = (int)(m_Texture2DArray.m_DataSize / m_Texture2DArray.m_Depth - imgActualDataSize);
|
||||
m_CompleteImageSize = (int)m_Texture2DArray.m_DataSize / m_Texture2DArray.m_Depth;
|
||||
var offset = layer * m_CompleteImageSize + m_Texture2DArray.image_data.Offset;
|
||||
|
||||
image_data = !string.IsNullOrEmpty(m_StreamData?.path)
|
||||
? new ResourceReader(m_StreamData.path, assetsFile, offset, m_CompleteImageSize)
|
||||
: new ResourceReader(reader, offset, m_CompleteImageSize);
|
||||
|
||||
byteSize = (uint)(m_Width * m_Height) * 4;
|
||||
}
|
||||
|
||||
public Texture2D(ObjectReader reader) : base(reader)
|
||||
{
|
||||
m_Width = reader.ReadInt32();
|
||||
m_Height = reader.ReadInt32();
|
||||
var m_CompleteImageSize = reader.ReadInt32();
|
||||
m_CompleteImageSize = reader.ReadInt32();
|
||||
if (version[0] >= 2020) //2020.1 and up
|
||||
{
|
||||
var m_MipsStripped = reader.ReadInt32();
|
||||
@ -121,7 +107,7 @@ namespace AssetStudio
|
||||
{
|
||||
var m_StreamingMipmapsPriority = reader.ReadInt32();
|
||||
}
|
||||
var m_ImageCount = reader.ReadInt32();
|
||||
m_ImageCount = reader.ReadInt32();
|
||||
var m_TextureDimension = reader.ReadInt32();
|
||||
m_TextureSettings = new GLTextureSettings(reader);
|
||||
if (version[0] >= 3) //3.0 and up
|
||||
@ -154,79 +140,65 @@ namespace AssetStudio
|
||||
}
|
||||
image_data = resourceReader;
|
||||
}
|
||||
}
|
||||
|
||||
public enum TextureFormat
|
||||
{
|
||||
Alpha8 = 1,
|
||||
ARGB4444,
|
||||
RGB24,
|
||||
RGBA32,
|
||||
ARGB32,
|
||||
ARGBFloat,
|
||||
RGB565,
|
||||
BGR24,
|
||||
R16,
|
||||
DXT1,
|
||||
DXT3,
|
||||
DXT5,
|
||||
RGBA4444,
|
||||
BGRA32,
|
||||
RHalf,
|
||||
RGHalf,
|
||||
RGBAHalf,
|
||||
RFloat,
|
||||
RGFloat,
|
||||
RGBAFloat,
|
||||
YUY2,
|
||||
RGB9e5Float,
|
||||
RGBFloat,
|
||||
BC6H,
|
||||
BC7,
|
||||
BC4,
|
||||
BC5,
|
||||
DXT1Crunched,
|
||||
DXT5Crunched,
|
||||
PVRTC_RGB2,
|
||||
PVRTC_RGBA2,
|
||||
PVRTC_RGB4,
|
||||
PVRTC_RGBA4,
|
||||
ETC_RGB4,
|
||||
ATC_RGB4,
|
||||
ATC_RGBA8,
|
||||
EAC_R = 41,
|
||||
EAC_R_SIGNED,
|
||||
EAC_RG,
|
||||
EAC_RG_SIGNED,
|
||||
ETC2_RGB,
|
||||
ETC2_RGBA1,
|
||||
ETC2_RGBA8,
|
||||
ASTC_RGB_4x4,
|
||||
ASTC_RGB_5x5,
|
||||
ASTC_RGB_6x6,
|
||||
ASTC_RGB_8x8,
|
||||
ASTC_RGB_10x10,
|
||||
ASTC_RGB_12x12,
|
||||
ASTC_RGBA_4x4,
|
||||
ASTC_RGBA_5x5,
|
||||
ASTC_RGBA_6x6,
|
||||
ASTC_RGBA_8x8,
|
||||
ASTC_RGBA_10x10,
|
||||
ASTC_RGBA_12x12,
|
||||
ETC_RGB4_3DS,
|
||||
ETC_RGBA8_3DS,
|
||||
RG16,
|
||||
R8,
|
||||
ETC_RGB4Crunched,
|
||||
ETC2_RGBA8Crunched,
|
||||
ASTC_HDR_4x4,
|
||||
ASTC_HDR_5x5,
|
||||
ASTC_HDR_6x6,
|
||||
ASTC_HDR_8x8,
|
||||
ASTC_HDR_10x10,
|
||||
ASTC_HDR_12x12,
|
||||
RG32,
|
||||
RGB48,
|
||||
RGBA64
|
||||
// https://docs.unity3d.com/2023.3/Documentation/Manual/class-TextureImporterOverride.html
|
||||
private int GetImageDataSize(TextureFormat textureFormat)
|
||||
{
|
||||
var imgDataSize = m_Width * m_Height;
|
||||
switch (textureFormat)
|
||||
{
|
||||
case TextureFormat.ASTC_RGBA_5x5:
|
||||
// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
|
||||
imgDataSize = (int)(Math.Floor((m_Width + 4) / 5f) * Math.Floor((m_Height + 4) / 5f) * 16);
|
||||
break;
|
||||
case TextureFormat.ASTC_RGBA_6x6:
|
||||
imgDataSize = (int)(Math.Floor((m_Width + 5) / 6f) * Math.Floor((m_Height + 5) / 6f) * 16);
|
||||
break;
|
||||
case TextureFormat.ASTC_RGBA_8x8:
|
||||
imgDataSize = (int)(Math.Floor((m_Width + 7) / 8f) * Math.Floor((m_Height + 7) / 8f) * 16);
|
||||
break;
|
||||
case TextureFormat.ASTC_RGBA_10x10:
|
||||
imgDataSize = (int)(Math.Floor((m_Width + 9) / 10f) * Math.Floor((m_Height + 9) / 10f) * 16);
|
||||
break;
|
||||
case TextureFormat.ASTC_RGBA_12x12:
|
||||
imgDataSize = (int)(Math.Floor((m_Width + 11) / 12f) * Math.Floor((m_Height + 11) / 12f) * 16);
|
||||
break;
|
||||
case TextureFormat.DXT1:
|
||||
case TextureFormat.EAC_R:
|
||||
case TextureFormat.EAC_R_SIGNED:
|
||||
case TextureFormat.ATC_RGB4:
|
||||
case TextureFormat.ETC_RGB4:
|
||||
case TextureFormat.ETC2_RGB:
|
||||
case TextureFormat.ETC2_RGBA1:
|
||||
case TextureFormat.PVRTC_RGBA4:
|
||||
imgDataSize /= 2;
|
||||
break;
|
||||
case TextureFormat.PVRTC_RGBA2:
|
||||
imgDataSize /= 4;
|
||||
break;
|
||||
case TextureFormat.R16:
|
||||
case TextureFormat.RGB565:
|
||||
imgDataSize *= 2;
|
||||
break;
|
||||
case TextureFormat.RGB24:
|
||||
imgDataSize *= 3;
|
||||
break;
|
||||
case TextureFormat.RG32:
|
||||
case TextureFormat.RGBA32:
|
||||
case TextureFormat.ARGB32:
|
||||
case TextureFormat.BGRA32:
|
||||
case TextureFormat.RGB9e5Float:
|
||||
imgDataSize *= 4;
|
||||
break;
|
||||
case TextureFormat.RGB48:
|
||||
imgDataSize *= 6;
|
||||
break;
|
||||
case TextureFormat.RGBAHalf:
|
||||
case TextureFormat.RGBA64:
|
||||
imgDataSize *= 8;
|
||||
break;
|
||||
}
|
||||
return imgDataSize;
|
||||
}
|
||||
}
|
||||
}
|
54
AssetStudio/Classes/Texture2DArray.cs
Normal file
54
AssetStudio/Classes/Texture2DArray.cs
Normal file
@ -0,0 +1,54 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace AssetStudio
|
||||
{
|
||||
public sealed class Texture2DArray : Texture
|
||||
{
|
||||
public int m_Width;
|
||||
public int m_Height;
|
||||
public int m_Depth;
|
||||
public GraphicsFormat m_Format;
|
||||
public int m_MipCount;
|
||||
public uint m_DataSize;
|
||||
public GLTextureSettings m_TextureSettings;
|
||||
public int m_ColorSpace;
|
||||
public ResourceReader image_data;
|
||||
public StreamingInfo m_StreamData;
|
||||
public List<Texture2D> TextureList;
|
||||
|
||||
public Texture2DArray(ObjectReader reader) : base(reader)
|
||||
{
|
||||
m_ColorSpace = reader.ReadInt32();
|
||||
m_Format = (GraphicsFormat)reader.ReadInt32();
|
||||
m_Width = reader.ReadInt32();
|
||||
m_Height = reader.ReadInt32();
|
||||
m_Depth = reader.ReadInt32();
|
||||
m_MipCount = reader.ReadInt32();
|
||||
m_DataSize = reader.ReadUInt32();
|
||||
m_TextureSettings = new GLTextureSettings(reader);
|
||||
if (version[0] > 2020 || (version[0] == 2020 && version[1] >= 2)) //2020.2 and up
|
||||
{
|
||||
var m_UsageMode = reader.ReadInt32();
|
||||
}
|
||||
var m_IsReadable = reader.ReadBoolean();
|
||||
reader.AlignStream();
|
||||
|
||||
var image_data_size = reader.ReadInt32();
|
||||
if (image_data_size == 0)
|
||||
{
|
||||
m_StreamData = new StreamingInfo(reader);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(m_StreamData?.path))
|
||||
{
|
||||
image_data = new ResourceReader(m_StreamData.path, assetsFile, m_StreamData.offset, (int)m_StreamData.size);
|
||||
}
|
||||
else
|
||||
{
|
||||
image_data = new ResourceReader(reader, reader.BaseStream.Position, image_data_size);
|
||||
}
|
||||
|
||||
TextureList = new List<Texture2D>();
|
||||
}
|
||||
}
|
||||
}
|
282
AssetStudio/Classes/TextureFormat.cs
Normal file
282
AssetStudio/Classes/TextureFormat.cs
Normal file
@ -0,0 +1,282 @@
|
||||
namespace AssetStudio
|
||||
{
|
||||
public enum TextureFormat
|
||||
{
|
||||
/// <summary>
|
||||
/// Alpha-only texture format, 8 bit integer.
|
||||
/// </summary>
|
||||
Alpha8 = 1,
|
||||
/// <summary>
|
||||
/// A 16 bits/pixel texture format. Texture stores color with an alpha channel.
|
||||
/// </summary>
|
||||
ARGB4444,
|
||||
/// <summary>
|
||||
/// Three channel (RGB) texture format, 8-bits unsigned integer per channel.
|
||||
/// </summary>
|
||||
RGB24,
|
||||
/// <summary>
|
||||
/// Four channel (RGBA) texture format, 8-bits unsigned integer per channel.
|
||||
/// </summary>
|
||||
RGBA32,
|
||||
/// <summary>
|
||||
/// Color with alpha texture format, 8-bits per channel.
|
||||
/// </summary>
|
||||
ARGB32,
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
ARGBFloat,
|
||||
/// <summary>
|
||||
/// A 16 bit color texture format.
|
||||
/// </summary>
|
||||
RGB565,
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
BGR24,
|
||||
/// <summary>
|
||||
/// Single channel (R) texture format, 16 bit integer.
|
||||
/// </summary>
|
||||
R16,
|
||||
/// <summary>
|
||||
/// Compressed color texture format.
|
||||
/// </summary>
|
||||
DXT1,
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
DXT3,
|
||||
/// <summary>
|
||||
/// Compressed color with alpha channel texture format.
|
||||
/// </summary>
|
||||
DXT5,
|
||||
/// <summary>
|
||||
/// Color and alpha texture format, 4 bit per channel.
|
||||
/// </summary>
|
||||
RGBA4444,
|
||||
/// <summary>
|
||||
/// Color with alpha texture format, 8-bits per channel.
|
||||
/// </summary>
|
||||
BGRA32,
|
||||
/// <summary>
|
||||
/// Scalar (R) texture format, 16 bit floating point.
|
||||
/// </summary>
|
||||
RHalf,
|
||||
/// <summary>
|
||||
/// Two color (RG) texture format, 16 bit floating point per channel.
|
||||
/// </summary>
|
||||
RGHalf,
|
||||
/// <summary>
|
||||
/// RGB color and alpha texture format, 16 bit floating point per channel.
|
||||
/// </summary>
|
||||
RGBAHalf,
|
||||
/// <summary>
|
||||
/// Scalar (R) texture format, 32 bit floating point.
|
||||
/// </summary>
|
||||
RFloat,
|
||||
/// <summary>
|
||||
/// Two color (RG) texture format, 32 bit floating point per channel.
|
||||
/// </summary>
|
||||
RGFloat,
|
||||
/// <summary>
|
||||
/// RGB color and alpha texture format, 32-bit floats per channel.
|
||||
/// </summary>
|
||||
RGBAFloat,
|
||||
/// <summary>
|
||||
/// A format that uses the YUV color space and is often used for video encoding or playback.
|
||||
/// </summary>
|
||||
YUY2,
|
||||
/// <summary>
|
||||
/// RGB HDR format, with 9 bit mantissa per channel and a 5 bit shared exponent.
|
||||
/// </summary>
|
||||
RGB9e5Float,
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
RGBFloat,
|
||||
/// <summary>
|
||||
/// HDR compressed color texture format.
|
||||
/// </summary>
|
||||
BC6H,
|
||||
/// <summary>
|
||||
/// High quality compressed color texture format.
|
||||
/// </summary>
|
||||
BC7,
|
||||
/// <summary>
|
||||
/// Compressed one channel (R) texture format.
|
||||
/// </summary>
|
||||
BC4,
|
||||
/// <summary>
|
||||
/// Compressed two-channel (RG) texture format.
|
||||
/// </summary>
|
||||
BC5,
|
||||
/// <summary>
|
||||
/// Compressed color texture format with Crunch compression for smaller storage sizes.
|
||||
/// </summary>
|
||||
DXT1Crunched,
|
||||
/// <summary>
|
||||
/// Compressed color with alpha channel texture format with Crunch compression for smaller storage sizes.
|
||||
/// </summary>
|
||||
DXT5Crunched,
|
||||
/// <summary>
|
||||
/// PowerVR (iOS) 2 bits/pixel compressed color texture format.
|
||||
/// </summary>
|
||||
PVRTC_RGB2,
|
||||
/// <summary>
|
||||
/// PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format.
|
||||
/// </summary>
|
||||
PVRTC_RGBA2,
|
||||
/// <summary>
|
||||
/// PowerVR (iOS) 4 bits/pixel compressed color texture format.
|
||||
/// </summary>
|
||||
PVRTC_RGB4,
|
||||
/// <summary>
|
||||
/// PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format.
|
||||
/// </summary>
|
||||
PVRTC_RGBA4,
|
||||
/// <summary>
|
||||
/// ETC (GLES2.0) 4 bits/pixel compressed RGB texture format.
|
||||
/// </summary>
|
||||
ETC_RGB4,
|
||||
/// <summary>
|
||||
/// ATC (ATITC) 4 bits/pixel compressed RGB texture format.
|
||||
/// </summary>
|
||||
ATC_RGB4,
|
||||
/// <summary>
|
||||
/// ATC (ATITC) 8 bits/pixel compressed RGB texture format.
|
||||
/// </summary>
|
||||
ATC_RGBA8,
|
||||
/// <summary>
|
||||
/// ETC2 / EAC (GL ES 3.0) 4 bits/pixel compressed unsigned single-channel texture format.
|
||||
/// </summary>
|
||||
EAC_R = 41,
|
||||
/// <summary>
|
||||
/// ETC2 / EAC (GL ES 3.0) 4 bits/pixel compressed signed single-channel texture format.
|
||||
/// </summary>
|
||||
EAC_R_SIGNED,
|
||||
/// <summary>
|
||||
/// ETC2 / EAC (GL ES 3.0) 8 bits/pixel compressed unsigned dual-channel (RG) texture format.
|
||||
/// </summary>
|
||||
EAC_RG,
|
||||
/// <summary>
|
||||
/// ETC2 / EAC (GL ES 3.0) 8 bits/pixel compressed signed dual-channel (RG) texture format.
|
||||
/// </summary>
|
||||
EAC_RG_SIGNED,
|
||||
/// <summary>
|
||||
/// ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format.
|
||||
/// </summary>
|
||||
ETC2_RGB,
|
||||
/// <summary>
|
||||
/// ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format.
|
||||
/// </summary>
|
||||
ETC2_RGBA1,
|
||||
/// <summary>
|
||||
/// ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format.
|
||||
/// </summary>
|
||||
ETC2_RGBA8,
|
||||
/// <summary>
|
||||
/// ASTC (4x4 pixel block in 128 bits) compressed RGB texture format.
|
||||
/// </summary>
|
||||
ASTC_RGB_4x4,
|
||||
/// <summary>
|
||||
/// ASTC (5x5 pixel block in 128 bits) compressed RGB texture format.
|
||||
/// </summary>
|
||||
ASTC_RGB_5x5,
|
||||
/// <summary>
|
||||
/// ASTC (6x6 pixel block in 128 bits) compressed RGB texture format.
|
||||
/// </summary>
|
||||
ASTC_RGB_6x6,
|
||||
/// <summary>
|
||||
/// ASTC (8x8 pixel block in 128 bits) compressed RGB texture format.
|
||||
/// </summary>
|
||||
ASTC_RGB_8x8,
|
||||
/// <summary>
|
||||
/// ASTC (10x10 pixel block in 128 bits) compressed RGB texture format.
|
||||
/// </summary>
|
||||
ASTC_RGB_10x10,
|
||||
/// <summary>
|
||||
/// ASTC (12x12 pixel block in 128 bits) compressed RGB texture format.
|
||||
/// </summary>
|
||||
ASTC_RGB_12x12,
|
||||
/// <summary>
|
||||
/// ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format.
|
||||
/// </summary>
|
||||
ASTC_RGBA_4x4,
|
||||
/// <summary>
|
||||
/// ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format.
|
||||
/// </summary>
|
||||
ASTC_RGBA_5x5,
|
||||
/// <summary>
|
||||
/// ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format.
|
||||
/// </summary>
|
||||
ASTC_RGBA_6x6,
|
||||
/// <summary>
|
||||
/// ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format.
|
||||
/// </summary>
|
||||
ASTC_RGBA_8x8,
|
||||
/// <summary>
|
||||
/// ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format.
|
||||
/// </summary>
|
||||
ASTC_RGBA_10x10,
|
||||
/// <summary>
|
||||
/// ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format.
|
||||
/// </summary>
|
||||
ASTC_RGBA_12x12,
|
||||
/// <summary>
|
||||
/// ETC 4 bits/pixel compressed RGB texture format.
|
||||
/// </summary>
|
||||
ETC_RGB4_3DS,
|
||||
/// <summary>
|
||||
/// ETC 4 bits/pixel RGB + 4 bits/pixel Alpha compressed texture format.
|
||||
/// </summary>
|
||||
ETC_RGBA8_3DS,
|
||||
/// <summary>
|
||||
/// Two color (RG) texture format, 8-bits per channel.
|
||||
/// </summary>
|
||||
RG16,
|
||||
/// <summary>
|
||||
/// Single channel (R) texture format, 8 bit integer.
|
||||
/// </summary>
|
||||
R8,
|
||||
/// <summary>
|
||||
/// Compressed color texture format with Crunch compression for smaller storage sizes.
|
||||
/// </summary>
|
||||
ETC_RGB4Crunched,
|
||||
/// <summary>
|
||||
/// Compressed color with alpha channel texture format using Crunch compression for smaller storage sizes.
|
||||
/// </summary>
|
||||
ETC2_RGBA8Crunched,
|
||||
/// <summary>
|
||||
/// ASTC (4x4 pixel block in 128 bits) compressed RGB(A) HDR texture format.
|
||||
/// </summary>
|
||||
ASTC_HDR_4x4,
|
||||
/// <summary>
|
||||
/// ASTC (5x5 pixel block in 128 bits) compressed RGB(A) HDR texture format.
|
||||
/// </summary>
|
||||
ASTC_HDR_5x5,
|
||||
/// <summary>
|
||||
/// ASTC (6x6 pixel block in 128 bits) compressed RGB(A) HDR texture format.
|
||||
/// </summary>
|
||||
ASTC_HDR_6x6,
|
||||
/// <summary>
|
||||
/// ASTC (8x8 pixel block in 128 bits) compressed RGB(A) texture format.
|
||||
/// </summary>
|
||||
ASTC_HDR_8x8,
|
||||
/// <summary>
|
||||
/// ASTC (10x10 pixel block in 128 bits) compressed RGB(A) HDR texture format.
|
||||
/// </summary>
|
||||
ASTC_HDR_10x10,
|
||||
/// <summary>
|
||||
/// ASTC (12x12 pixel block in 128 bits) compressed RGB(A) HDR texture format.
|
||||
/// </summary>
|
||||
ASTC_HDR_12x12,
|
||||
/// <summary>
|
||||
/// Two channel (RG) texture format, 16-bits unsigned integer per channel.
|
||||
/// </summary>
|
||||
RG32,
|
||||
/// <summary>
|
||||
/// Three channel (RGB) texture format, 16-bits unsigned integer per channel.
|
||||
/// </summary>
|
||||
RGB48,
|
||||
/// <summary>
|
||||
/// Four channel (RGBA) texture format, 16-bits unsigned integer per channel.
|
||||
/// </summary>
|
||||
RGBA64,
|
||||
}
|
||||
}
|
@ -11,7 +11,8 @@ namespace AssetStudio
|
||||
private long size;
|
||||
private BinaryReader reader;
|
||||
|
||||
public int Size { get => (int)size; }
|
||||
public int Size => (int)size;
|
||||
public int Offset => (int)offset;
|
||||
|
||||
public ResourceReader(string path, SerializedFile assetsFile, long offset, long size)
|
||||
{
|
||||
|
@ -68,6 +68,26 @@ namespace AssetStudioCLI
|
||||
}
|
||||
}
|
||||
|
||||
public static bool ExportTexture2DArray(AssetItem item, string exportPath)
|
||||
{
|
||||
var m_Texture2DArray = (Texture2DArray)item.Asset;
|
||||
var count = 0;
|
||||
foreach (var texture in m_Texture2DArray.TextureList)
|
||||
{
|
||||
var fakeItem = new AssetItem(texture)
|
||||
{
|
||||
Text = texture.m_Name,
|
||||
Container = item.Container,
|
||||
};
|
||||
if (ExportTexture2D(fakeItem, exportPath))
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
Logger.Debug($"{item.TypeString} \"{item.Text}\" exported to \"{exportPath}\"");
|
||||
return count > 0;
|
||||
}
|
||||
|
||||
public static bool ExportAudioClip(AssetItem item, string exportPath)
|
||||
{
|
||||
string exportFullPath;
|
||||
@ -451,6 +471,8 @@ namespace AssetStudioCLI
|
||||
{
|
||||
case ClassIDType.Texture2D:
|
||||
return ExportTexture2D(item, exportPath);
|
||||
case ClassIDType.Texture2DArray:
|
||||
return ExportTexture2DArray(item, exportPath);
|
||||
case ClassIDType.AudioClip:
|
||||
return ExportAudioClip(item, exportPath);
|
||||
case ClassIDType.VideoClip:
|
||||
|
@ -158,6 +158,7 @@ namespace AssetStudioCLI.Options
|
||||
exportableAssetTypes = new List<ClassIDType>
|
||||
{
|
||||
ClassIDType.Texture2D,
|
||||
ClassIDType.Texture2DArray,
|
||||
ClassIDType.Sprite,
|
||||
ClassIDType.TextAsset,
|
||||
ClassIDType.MonoBehaviour,
|
||||
@ -591,6 +592,9 @@ namespace AssetStudioCLI.Options
|
||||
case "tex2d":
|
||||
o_exportAssetTypes.Value.Add(ClassIDType.Texture2D);
|
||||
break;
|
||||
case "tex2darray":
|
||||
o_exportAssetTypes.Value.Add(ClassIDType.Texture2DArray);
|
||||
break;
|
||||
case "audio":
|
||||
o_exportAssetTypes.Value.Add(ClassIDType.AudioClip);
|
||||
break;
|
||||
|
@ -56,6 +56,7 @@ namespace AssetStudioCLI
|
||||
Logger.Info("Parse assets...");
|
||||
|
||||
var fileAssetsList = new List<AssetItem>();
|
||||
var tex2dArrayAssetList = new List<AssetItem>();
|
||||
var objectCount = assetsManager.assetsFileList.Sum(x => x.Objects.Count);
|
||||
var objectAssetItemDic = new Dictionary<AssetStudio.Object, AssetItem>(objectCount);
|
||||
|
||||
@ -112,6 +113,12 @@ namespace AssetStudioCLI
|
||||
assetItem.FullSize = asset.byteSize + m_Texture2D.m_StreamData.size;
|
||||
assetItem.Text = m_Texture2D.m_Name;
|
||||
break;
|
||||
case Texture2DArray m_Texture2DArray:
|
||||
if (!string.IsNullOrEmpty(m_Texture2DArray.m_StreamData?.path))
|
||||
assetItem.FullSize = asset.byteSize + m_Texture2DArray.m_StreamData.size;
|
||||
assetItem.Text = m_Texture2DArray.m_Name;
|
||||
tex2dArrayAssetList.Add(assetItem);
|
||||
break;
|
||||
case AudioClip m_AudioClip:
|
||||
if (!string.IsNullOrEmpty(m_AudioClip.m_Source))
|
||||
assetItem.FullSize = asset.byteSize + m_AudioClip.m_Size;
|
||||
@ -170,8 +177,18 @@ namespace AssetStudioCLI
|
||||
asset.Container = container;
|
||||
}
|
||||
}
|
||||
foreach (var tex2dAssetItem in tex2dArrayAssetList)
|
||||
{
|
||||
var m_Texture2DArray = (Texture2DArray)tex2dAssetItem.Asset;
|
||||
for (var layer = 0; layer < m_Texture2DArray.m_Depth; layer++)
|
||||
{
|
||||
var fakeObj = new Texture2D(m_Texture2DArray, layer);
|
||||
m_Texture2DArray.TextureList.Add(fakeObj);
|
||||
}
|
||||
}
|
||||
parsedAssetsList.AddRange(fileAssetsList);
|
||||
fileAssetsList.Clear();
|
||||
tex2dArrayAssetList.Clear();
|
||||
if (CLIOptions.o_workMode.Value != WorkMode.ExportLive2D)
|
||||
{
|
||||
containers.Clear();
|
||||
|
@ -349,7 +349,7 @@ namespace AssetStudioGUI
|
||||
if (e.Control)
|
||||
{
|
||||
var need = false;
|
||||
if (lastSelectedItem?.Type == ClassIDType.Texture2D)
|
||||
if (lastSelectedItem?.Type == ClassIDType.Texture2D || lastSelectedItem?.Type == ClassIDType.Texture2DArrayImage)
|
||||
{
|
||||
switch (e.KeyCode)
|
||||
{
|
||||
@ -810,8 +810,12 @@ namespace AssetStudioGUI
|
||||
switch (assetItem.Type)
|
||||
{
|
||||
case ClassIDType.Texture2D:
|
||||
case ClassIDType.Texture2DArrayImage:
|
||||
PreviewTexture2D(assetItem, assetItem.Asset as Texture2D);
|
||||
break;
|
||||
case ClassIDType.Texture2DArray:
|
||||
PreviewTexture2DArray(assetItem, assetItem.Asset as Texture2DArray);
|
||||
break;
|
||||
case ClassIDType.AudioClip:
|
||||
PreviewAudioClip(assetItem, assetItem.Asset as AudioClip);
|
||||
break;
|
||||
@ -870,6 +874,16 @@ namespace AssetStudioGUI
|
||||
}
|
||||
}
|
||||
|
||||
private void PreviewTexture2DArray(AssetItem assetItem, Texture2DArray m_Texture2DArray)
|
||||
{
|
||||
assetItem.InfoText =
|
||||
$"Width: {m_Texture2DArray.m_Width}\n" +
|
||||
$"Height: {m_Texture2DArray.m_Height}\n" +
|
||||
$"Graphics Format: {m_Texture2DArray.m_Format}\n" +
|
||||
$"Texture Format: {m_Texture2DArray.m_Format.ToTextureFormat()}\n" +
|
||||
$"Texture count: {m_Texture2DArray.m_Depth}";
|
||||
}
|
||||
|
||||
private void PreviewTexture2D(AssetItem assetItem, Texture2D m_Texture2D)
|
||||
{
|
||||
var image = m_Texture2D.ConvertToImage(true);
|
||||
|
@ -38,6 +38,25 @@ namespace AssetStudioGUI
|
||||
}
|
||||
}
|
||||
|
||||
public static bool ExportTexture2DArray(AssetItem item, string exportPath)
|
||||
{
|
||||
var m_Texture2DArray = (Texture2DArray)item.Asset;
|
||||
var count = 0;
|
||||
foreach(var texture in m_Texture2DArray.TextureList)
|
||||
{
|
||||
var fakeItem = new AssetItem(texture)
|
||||
{
|
||||
Text = texture.m_Name,
|
||||
Container = item.Container,
|
||||
};
|
||||
if (ExportTexture2D(fakeItem, exportPath))
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
return count > 0;
|
||||
}
|
||||
|
||||
public static bool ExportAudioClip(AssetItem item, string exportPath)
|
||||
{
|
||||
var m_AudioClip = (AudioClip)item.Asset;
|
||||
@ -376,7 +395,10 @@ namespace AssetStudioGUI
|
||||
switch (item.Type)
|
||||
{
|
||||
case ClassIDType.Texture2D:
|
||||
case ClassIDType.Texture2DArrayImage:
|
||||
return ExportTexture2D(item, exportPath);
|
||||
case ClassIDType.Texture2DArray:
|
||||
return ExportTexture2DArray(item, exportPath);
|
||||
case ClassIDType.AudioClip:
|
||||
return ExportAudioClip(item, exportPath);
|
||||
case ClassIDType.Shader:
|
||||
|
@ -179,6 +179,7 @@ namespace AssetStudioGUI
|
||||
var objectCount = assetsManager.assetsFileList.Sum(x => x.Objects.Count);
|
||||
var objectAssetItemDic = new Dictionary<Object, AssetItem>(objectCount);
|
||||
var containers = new List<(PPtr<Object>, string)>();
|
||||
var tex2dArrayAssetList = new List<AssetItem>();
|
||||
l2dResourceContainers.Clear();
|
||||
var i = 0;
|
||||
Progress.Reset();
|
||||
@ -206,6 +207,13 @@ namespace AssetStudioGUI
|
||||
assetItem.Text = m_Texture2D.m_Name;
|
||||
exportable = true;
|
||||
break;
|
||||
case Texture2DArray m_Texture2DArray:
|
||||
if (!string.IsNullOrEmpty(m_Texture2DArray.m_StreamData?.path))
|
||||
assetItem.FullSize = asset.byteSize + m_Texture2DArray.m_StreamData.size;
|
||||
assetItem.Text = m_Texture2DArray.m_Name;
|
||||
tex2dArrayAssetList.Add(assetItem);
|
||||
exportable = true;
|
||||
break;
|
||||
case AudioClip m_AudioClip:
|
||||
if (!string.IsNullOrEmpty(m_AudioClip.m_Source))
|
||||
assetItem.FullSize = asset.byteSize + m_AudioClip.m_Size;
|
||||
@ -310,11 +318,28 @@ namespace AssetStudioGUI
|
||||
}
|
||||
}
|
||||
}
|
||||
foreach (var tex2dAssetItem in tex2dArrayAssetList)
|
||||
{
|
||||
var m_Texture2DArray = (Texture2DArray)tex2dAssetItem.Asset;
|
||||
for (var layer = 0; layer < m_Texture2DArray.m_Depth; layer++)
|
||||
{
|
||||
var fakeObj = new Texture2D(m_Texture2DArray, layer);
|
||||
m_Texture2DArray.TextureList.Add(fakeObj);
|
||||
|
||||
var fakeItem = new AssetItem(fakeObj)
|
||||
{
|
||||
Text = fakeObj.m_Name,
|
||||
Container = tex2dAssetItem.Container
|
||||
};
|
||||
exportableAssets.Add(fakeItem);
|
||||
}
|
||||
}
|
||||
foreach (var tmp in exportableAssets)
|
||||
{
|
||||
tmp.SetSubItems();
|
||||
}
|
||||
containers.Clear();
|
||||
tex2dArrayAssetList.Clear();
|
||||
|
||||
visibleAssets = exportableAssets;
|
||||
|
||||
|
@ -214,7 +214,7 @@ namespace AssetStudio
|
||||
}
|
||||
finally
|
||||
{
|
||||
BigArrayPool<byte>.Shared.Return(buff);
|
||||
BigArrayPool<byte>.Shared.Return(buff, clearArray: true);
|
||||
}
|
||||
return flag;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user