Added Unity project files
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/*
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* Copyright (c) 2016, Nicolas Weber, Sandra C. Amend / GCC / TU-Darmstadt
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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* Neither the name of the <organization> nor the
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names of its contributors may be used to endorse or promote products
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derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* This is a C# implementation of the original cuda code available at
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* https://github.com/mergian/dpid, adjusted to be used as an AssetPostprocessor
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* for generating mipmaps in Unity. The algorithm is intended to intentionally
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* over-emphasize 'perceptually relevant' details, avoiding the need for
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* post-sharpening typical in traditional downscaling algorithms.
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*/
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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using System.Collections;
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using System;
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using VRC.Core;
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using VRC.SDKBase.Editor;
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using System.IO;
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public class PerceptualPostProcessor : AssetPostprocessor
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{
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void OnPostprocessTexture(Texture2D texture)
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{
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if (!VRCPackageSettings.Instance.dpidMipmaps)
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return;
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TextureImporter textureImporter = (TextureImporter)assetImporter;
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// Skip for Box filtered textures
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if (textureImporter.mipmapFilter == TextureImporterMipFilter.BoxFilter)
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return;
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bool alphaIsTransparency = textureImporter.alphaIsTransparency;
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bool normalMap = textureImporter.textureType == TextureImporterType.NormalMap;
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bool fromFile = true;
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if (textureImporter.swizzleA != TextureImporterSwizzle.A ||
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textureImporter.swizzleB != TextureImporterSwizzle.B ||
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textureImporter.swizzleG != TextureImporterSwizzle.G ||
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textureImporter.swizzleR != TextureImporterSwizzle.R ||
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textureImporter.alphaSource != TextureImporterAlphaSource.FromInput ||
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textureImporter.convertToNormalmap != false ||
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textureImporter.fadeout != false ||
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textureImporter.flipGreenChannel != false ||
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textureImporter.textureShape != TextureImporterShape.Texture2D)
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fromFile = false;
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Texture2D fullTexture = new Texture2D(2, 2, texture.format, false, !((TextureImporter)assetImporter).sRGBTexture);
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if (fromFile)
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{
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if (!ImageConversion.LoadImage(fullTexture, File.ReadAllBytes(assetPath)))
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{
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fromFile = false;
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texture.Apply(false, false);
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fullTexture = texture;
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}
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}
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else
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{
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texture.Apply(false, false);
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fullTexture = texture;
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}
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DPIDMipmapper.GenerateDPIDMipmaps(fullTexture, texture, alphaIsTransparency, textureImporter.sRGBTexture, conservative: VRCPackageSettings.Instance.dpidConservative, inPlace: !fromFile, normalMap: normalMap);
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if (!DPIDMipmapper.ComputeShaderReady)
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{
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textureImporter.SaveAndReimport();
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}
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}
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}
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