File size: 11,240 Bytes
18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 | using UnityEngine;
using UnityEditor;
using System.Linq;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.TextCore;
using UnityEngine.TextCore.LowLevel;
using TMPro;
namespace TMPro
{
public static class TMP_FontAsset_CreationMenu
{
[MenuItem("Assets/Create/TextMeshPro/Font Asset Variant", false, 105)]
public static void CreateFontAssetVariant()
{
Object target = Selection.activeObject;
// Make sure the selection is a font file
if (target == null || target.GetType() != typeof(TMP_FontAsset))
{
Debug.LogWarning("A Font file must first be selected in order to create a Font Asset.");
return;
}
// Make sure TMP Essential Resources have been imported in the user project.
if (TMP_Settings.instance == null)
{
Debug.Log("Unable to create font asset. Please import the TMP Essential Resources.");
return;
}
TMP_FontAsset sourceFontAsset = (TMP_FontAsset)target;
string sourceFontFilePath = AssetDatabase.GetAssetPath(target);
string folderPath = Path.GetDirectoryName(sourceFontFilePath);
string assetName = Path.GetFileNameWithoutExtension(sourceFontFilePath);
string newAssetFilePathWithName = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + assetName + " - Variant.asset");
// Set Texture and Material reference to the source font asset.
TMP_FontAsset fontAsset = ScriptableObject.Instantiate<TMP_FontAsset>(sourceFontAsset);
AssetDatabase.CreateAsset(fontAsset, newAssetFilePathWithName);
fontAsset.atlasPopulationMode = AtlasPopulationMode.Static;
// Initialize array for the font atlas textures.
fontAsset.atlasTextures = sourceFontAsset.atlasTextures;
fontAsset.material = sourceFontAsset.material;
// Not sure if this is still necessary in newer versions of Unity.
EditorUtility.SetDirty(fontAsset);
AssetDatabase.SaveAssets();
}
/*
[MenuItem("Assets/Create/TextMeshPro/Font Asset Fallback", false, 105)]
public static void CreateFallbackFontAsset()
{
Object target = Selection.activeObject;
// Make sure the selection is a font file
if (target == null || target.GetType() != typeof(TMP_FontAsset))
{
Debug.LogWarning("A Font file must first be selected in order to create a Font Asset.");
return;
}
TMP_FontAsset sourceFontAsset = (TMP_FontAsset)target;
string sourceFontFilePath = AssetDatabase.GetAssetPath(target);
string folderPath = Path.GetDirectoryName(sourceFontFilePath);
string assetName = Path.GetFileNameWithoutExtension(sourceFontFilePath);
string newAssetFilePathWithName = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + assetName + " - Fallback.asset");
//// Create new TM Font Asset.
TMP_FontAsset fontAsset = ScriptableObject.CreateInstance<TMP_FontAsset>();
AssetDatabase.CreateAsset(fontAsset, newAssetFilePathWithName);
fontAsset.version = "1.1.0";
fontAsset.faceInfo = sourceFontAsset.faceInfo;
fontAsset.m_SourceFontFileGUID = sourceFontAsset.m_SourceFontFileGUID;
fontAsset.m_SourceFontFile_EditorRef = sourceFontAsset.m_SourceFontFile_EditorRef;
fontAsset.atlasPopulationMode = TMP_FontAsset.AtlasPopulationMode.Dynamic;
int atlasWidth = fontAsset.atlasWidth = sourceFontAsset.atlasWidth;
int atlasHeight = fontAsset.atlasHeight = sourceFontAsset.atlasHeight;
int atlasPadding = fontAsset.atlasPadding = sourceFontAsset.atlasPadding;
fontAsset.atlasRenderMode = sourceFontAsset.atlasRenderMode;
// Initialize array for the font atlas textures.
fontAsset.atlasTextures = new Texture2D[1];
// Create and add font atlas texture
Texture2D texture = new Texture2D(atlasWidth, atlasHeight, TextureFormat.Alpha8, false);
Color32[] colors = new Color32[atlasWidth * atlasHeight];
texture.SetPixels32(colors);
texture.name = assetName + " Atlas";
fontAsset.atlasTextures[0] = texture;
AssetDatabase.AddObjectToAsset(texture, fontAsset);
// Add free rectangle of the size of the texture.
int packingModifier = ((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP ? 0 : 1;
fontAsset.m_FreeGlyphRects = new List<GlyphRect>() { new GlyphRect(0, 0, atlasWidth - packingModifier, atlasHeight - packingModifier) };
fontAsset.m_UsedGlyphRects = new List<GlyphRect>();
// Create new Material and Add it as Sub-Asset
Material tmp_material = new Material(sourceFontAsset.material);
tmp_material.name = texture.name + " Material";
tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture);
tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth);
tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight);
tmp_material.SetFloat(ShaderUtilities.ID_GradientScale, atlasPadding + packingModifier);
tmp_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle);
tmp_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle);
fontAsset.material = tmp_material;
AssetDatabase.AddObjectToAsset(tmp_material, fontAsset);
// Add Font Asset Creation Settings
// TODO
// Not sure if this is still necessary in newer versions of Unity.
EditorUtility.SetDirty(fontAsset);
AssetDatabase.SaveAssets();
}
*/
//[MenuItem("Assets/Create/TextMeshPro/Font Asset #%F12", true)]
//public static bool CreateFontAssetMenuValidation()
//{
// return false;
//}
[MenuItem("Assets/Create/TextMeshPro/Font Asset #%F12", false, 100)]
public static void CreateFontAsset()
{
Object[] targets = Selection.objects;
if (targets == null)
{
Debug.LogWarning("A Font file must first be selected in order to create a Font Asset.");
return;
}
for (int i = 0; i < targets.Length; i++)
{
Object target = targets[i];
// Make sure the selection is a font file
if (target == null || target.GetType() != typeof(Font))
{
Debug.LogWarning("Selected Object [" + target.name + "] is not a Font file. A Font file must be selected in order to create a Font Asset.", target);
continue;
}
CreateFontAssetFromSelectedObject(target);
}
}
static void CreateFontAssetFromSelectedObject(Object target)
{
Font sourceFont = (Font)target;
string sourceFontFilePath = AssetDatabase.GetAssetPath(target);
string folderPath = Path.GetDirectoryName(sourceFontFilePath);
string assetName = Path.GetFileNameWithoutExtension(sourceFontFilePath);
string newAssetFilePathWithName = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + assetName + " SDF.asset");
// Initialize FontEngine
FontEngine.InitializeFontEngine();
// Load Font Face
if (FontEngine.LoadFontFace(sourceFont, 90) != FontEngineError.Success)
{
Debug.LogWarning("Unable to load font face for [" + sourceFont.name + "]. Make sure \"Include Font Data\" is enabled in the Font Import Settings.", sourceFont);
return;
}
// Create new Font Asset
TMP_FontAsset fontAsset = ScriptableObject.CreateInstance<TMP_FontAsset>();
AssetDatabase.CreateAsset(fontAsset, newAssetFilePathWithName);
fontAsset.version = "1.1.0";
fontAsset.faceInfo = FontEngine.GetFaceInfo();
// Set font reference and GUID
fontAsset.m_SourceFontFileGUID = AssetDatabase.AssetPathToGUID(sourceFontFilePath);
fontAsset.m_SourceFontFile_EditorRef = sourceFont;
fontAsset.atlasPopulationMode = AtlasPopulationMode.Dynamic;
// Default atlas resolution is 1024 x 1024.
int atlasWidth = fontAsset.atlasWidth = 1024;
int atlasHeight = fontAsset.atlasHeight = 1024;
int atlasPadding = fontAsset.atlasPadding = 9;
fontAsset.atlasRenderMode = GlyphRenderMode.SDFAA;
// Initialize array for the font atlas textures.
fontAsset.atlasTextures = new Texture2D[1];
// Create atlas texture of size zero.
Texture2D texture = new Texture2D(0, 0, TextureFormat.Alpha8, false);
texture.name = assetName + " Atlas";
fontAsset.atlasTextures[0] = texture;
AssetDatabase.AddObjectToAsset(texture, fontAsset);
// Add free rectangle of the size of the texture.
int packingModifier = ((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP ? 0 : 1;
fontAsset.freeGlyphRects = new List<GlyphRect>() { new GlyphRect(0, 0, atlasWidth - packingModifier, atlasHeight - packingModifier) };
fontAsset.usedGlyphRects = new List<GlyphRect>();
// Create new Material and Add it as Sub-Asset
Shader default_Shader = Shader.Find("TextMeshPro/Distance Field");
Material tmp_material = new Material(default_Shader);
tmp_material.name = texture.name + " Material";
tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture);
tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth);
tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight);
tmp_material.SetFloat(ShaderUtilities.ID_GradientScale, atlasPadding + packingModifier);
tmp_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle);
tmp_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle);
fontAsset.material = tmp_material;
AssetDatabase.AddObjectToAsset(tmp_material, fontAsset);
// Add Font Asset Creation Settings
fontAsset.creationSettings = new FontAssetCreationSettings(fontAsset.m_SourceFontFileGUID, fontAsset.faceInfo.pointSize, 0, atlasPadding, 0, 1024, 1024, 7, string.Empty, (int)GlyphRenderMode.SDFAA);
// Not sure if this is still necessary in newer versions of Unity.
EditorUtility.SetDirty(fontAsset);
AssetDatabase.SaveAssets();
}
}
}
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