关于处理ETC2_4的倍数思路+脚本

1:resize_pic.py脚本,这种直接改了原图片的宽+高。
python->PIL

import os
from PIL import Image
import struct

#
#检查并调整bg图片的宽高,确保宽高都是4的倍数,这样才可以使用ETC压缩格式
#'''
 
#遍历目录中的png文件
def list_pic(dirpath):
    print(dirpath)
    for root, dirs, fs in os.walk(dirpath):
        for f in fs:
            if f.endswith('.jpg') or f.endswith('.png'):
                yield os.path.join(root, f)
 
#获取图片实际尺寸
def get_png_size(fpath):
    with open(fpath, 'rb') as f:
        f.seek(4*4, 0)
        return (struct.unpack(">II", f.read(8)) )
 
def getSize(path):
    img = Image.open(path)
    imgSize = img.size  #大小/尺寸
    w = img.width       #图片的宽
    h = img.height      #图片的高
    f = img.format      #图像格式
    return w,h
         
#列出宽高不是4的倍数的图片       
def list_not_4_pic(dirpath):
    for f in list_pic(dirpath):
        w,h = getSize(f)
        print(f+"---"+str(w)+"---"+str(h))
        if w%4 != 0 or h%4 != 0:
            yield  f
 
 
#调整图片的尺寸,确保宽高是4的倍数           
def resize_4_pic(dirpath):
    with open('resize_4_pic.output.log', 'w') as log:
        for f in list_not_4_pic(dirpath):
            img = Image.open(f)
            (w,h) = img.size
            nw = (w%4==0) and w or (w + (4-(w%4)))
            nh = (h%4==0) and h or (h + (4-(h%4)))
 
            print( (w, h),'->',(nw,nh), f)
            log.write("%s | (%d,%d)-> (%d,%d)\n"%(f,w, h,nw,nh))
            img = img.resize( (nw,nh), Image.ANTIALIAS)
            img.save(f)
 
if '__main__' == __name__:
    resize_4_pic('.')

2:unity编辑器代码处理

using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;

public class TextureSizeEditorWindow:EditorWindow
{
    private int curNumber;
    private string curFilePath;
    private PlatformType platformType;
    private List<string> allTexturePaths = new List<string>();
    private List<string> allTextureExtension = new List<string>();
    
    //查找不是4倍数的脚本
    public const string ETC2_FILE_PATH = "_CheckETC2Size.log";
    private FileStream fs;
    private string etc2logFullPath;
    private byte[] writeBytes;
    private string ignoreDir =  "Assets\\Art/Spine_special"; //
    private List<string> noCheckDir = new List<string> {"Assets\\Main/Atlas", "Assets\\Main/Sprites"};
    
    [MenuItem("Texture/TextureCompressSize")]
    static void OpenTextureCompressPanel()
    {
        TextureSizeEditorWindow window = (TextureSizeEditorWindow)EditorWindow.GetWindow(typeof(TextureSizeEditorWindow), false, "TextureCompressSizeEditor", true);
        window.Show();
    }

    private void OnGUI()
    {
        GUILayout.Label("请输入你要压缩的贴图的文件路径");
        curFilePath = GUILayout.TextField(curFilePath);
        
        //Android--ETC2格式需要是4的倍数
        GUILayout.Label("查找不是4的倍数的图片-ETC2 :");
        if (GUILayout.Button("按照路径查找-按钮"))
        {
            curNumber = 0;
            allTexturePaths.Clear();
            string newFilePath = curFilePath.Replace("\\", "_");
            newFilePath = newFilePath.Replace(":", "_");
            newFilePath = newFilePath.Replace("Assets/", "");
            etc2logFullPath = Application.dataPath + "/" + newFilePath + ETC2_FILE_PATH;
            if (File.Exists(etc2logFullPath))
                File.Delete(etc2logFullPath);
            fs = new FileStream(etc2logFullPath, FileMode.OpenOrCreate);
            GetAllTexturePath();
            CheckAllTextureSizeCompress();
            Debug.LogError("Android下查找不是4的倍数的图片-ETC2,PATH = " + etc2logFullPath);
            writeBytes = null;
            fs.Close();
        }
        
        GUILayout.Label("设置图片为4的倍数 : ");
        if (GUILayout.Button("按照路径修改-按钮"))
        {
            curNumber = 0;
            allTexturePaths.Clear();
            allTextureExtension.Clear();
            GetAllTexturePath();
            ChangeAllTextureSizeCompress();
        }
        
        GUILayout.Label("关闭进度条 : ");
        if (GUILayout.Button("CloseBar-btn "))
        {
            EditorUtility.ClearProgressBar();
        }
    }

    void GetAllTexturePath()
    {
        if (string.IsNullOrEmpty(curFilePath))
        {
            Debug.LogError("输入的路径有错,curFilePath = " + curFilePath);
            return;
        }
        SetAllTexturePath(curFilePath);
    }

    void SetAllTexturePath(string path)
    {
        DirectoryInfo info = new DirectoryInfo(path);
        DirectoryInfo[] dirInfo = info.GetDirectories();

        FileInfo[] files = info.GetFiles();
        foreach (var fileInfo in files)
        {
            if (fileInfo.Extension == ".meta")
                continue;

            if (fileInfo.Extension == ".png" || fileInfo.Extension == ".tga" || fileInfo.Extension == ".jpg")
            {
                string curPath = path + "/" + fileInfo.Name;
                Debug.LogError("文件的路径==" + curPath);
                allTexturePaths.Add(curPath);
                allTextureExtension.Add(fileInfo.Extension);
            }
        }

        foreach (DirectoryInfo nextDirInfo in dirInfo)
        {
            SetAllTexturePath(path + "/" + nextDirInfo.Name);
        }
    }
    
    void CheckAllTextureSizeCompress()
    {
        if (allTexturePaths == null || allTexturePaths.Count == 0)
        {
            Debug.LogError("allTexturePaths is nil or length =0 , 输入的路径有错,curFilePath = " + curFilePath);
            return;
        }
            
        
        for (int i = 0; i < allTexturePaths.Count; i++)
        {
            curNumber++;
            if (!string.IsNullOrEmpty(allTexturePaths[i]))
            {
                EditorUtility.DisplayProgressBar(string.Format("Spine Export{0}/{1}",curNumber,allTexturePaths.Count),allTexturePaths[i],(float)curNumber/(float)(allTexturePaths.Count));
                if(allTexturePaths[i].Contains(ignoreDir))
                    continue;

                bool isExist = false;
                for(int j = 0; j<noCheckDir.Count; j++)
                {
                    if (allTexturePaths[i].Contains(noCheckDir[j]))
                    {
                        isExist = true;
                    }
                }

                if (isExist)
                    continue;
                
                SetTextureSize(allTexturePaths[i]);
            }
        }
    }
    
    void SetTextureSize(string path)
    {
        Texture2D texture2D = AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) as Texture2D;

        if (texture2D != null)
        {
            if (!((texture2D.width % 4 == 0) && (texture2D.height % 4 == 0)))
            {
                writeBytes = Encoding.UTF8.GetBytes( path + ", width =" + texture2D.width + ",height =" +texture2D.height + "\n");
                fs.Write(writeBytes, 0, writeBytes.Length);
            }

            if (allTexturePaths != null && allTexturePaths.Count == curNumber)
            {
                EditorUtility.ClearProgressBar();
            }
        }
    }


    void ChangeAllTextureSizeCompress()
    {
        if (allTexturePaths == null || allTexturePaths.Count == 0)
        {
            Debug.LogError("allTexturePaths is nil or length =0 , 输入的路径有错,curFilePath = " + curFilePath);
            return;
        }
           
        for (int i = 0; i < allTexturePaths.Count; i++)
        {
            if (!string.IsNullOrEmpty(allTexturePaths[i]))
            {
                curNumber++;
                    
                EditorUtility.DisplayProgressBar(string.Format("Spine Export{0}/{1}",curNumber,allTexturePaths.Count),allTexturePaths[i],(float)curNumber/(float)(allTexturePaths.Count));
                if(allTexturePaths[i].Contains(ignoreDir))
                    continue;

                bool isExist = false;
                for(int j = 0; j<noCheckDir.Count; j++)
                {
                    if (allTexturePaths[i].Contains(noCheckDir[j]))
                    {
                        isExist = true;
                    }
                }

                if (isExist)
                    continue;
                    
                ChangeTextureSize(allTexturePaths[i], allTextureExtension[i]);
            }
        }
    }

    void ChangeTextureSize(string path, string extension)
    {
        Texture2D texture2D = AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) as Texture2D;
        bool needChange = false;
        if(texture2D != null)
            needChange = !((texture2D.width % 4 == 0) && (texture2D.height % 4 == 0));
        
        if (needChange)
        {
            TextureImporterFormat lastTextureFormat;
            bool lastIsReadable;
    
            TextureImporter ti = (TextureImporter)TextureImporter.GetAtPath(path);
            lastTextureFormat = ti.textureFormat;
            lastIsReadable = ti.isReadable;
            ti.isReadable = true;
            ti.textureFormat = TextureImporterFormat.ARGB32;
            AssetDatabase.ImportAsset(path);
            
            Texture2D resultTexture = new Texture2D(texture2D.width + (4-texture2D.width%4), texture2D.height + (4-texture2D.height%4), TextureFormat.RGBA32, false);
            resultTexture.name = texture2D.name;

            int widthStart = (resultTexture.width - texture2D.width) / 2;
            int heightStart = (resultTexture.height - texture2D.height) / 2;
            
            Color outColor = new Color(0, 0, 0, 0);
            //左下角开始
            for (int wIndex = 0; wIndex < resultTexture.width; wIndex++)
            {
                for (int hIndex = 0; hIndex < resultTexture.height; hIndex++)
                {
                    if ((widthStart + wIndex) > texture2D.width + widthStart)
                    {
                        // if (wIndex % 2 == 0)
                        //     outColor = Color.black;
                        // else
                        //     outColor = Color.red;
    
                        resultTexture.SetPixel(wIndex, hIndex, outColor);
                    }else if ( (heightStart + hIndex )> texture2D.height + heightStart)
                    {
                        // if (hIndex % 2 == 0)
                        //     outColor = Color.black;
                        // else
                        //     outColor = Color.red;
                        
                        resultTexture.SetPixel(wIndex, hIndex, outColor);
                    }
                    else if(wIndex < widthStart)
                    {
                        // if (wIndex % 2 == 0)
                        //     outColor = Color.black;
                        // else
                        //     outColor = Color.red;
                        
                        resultTexture.SetPixel(wIndex, hIndex, outColor);
                    }else if (hIndex < heightStart)
                    {
                        // if (hIndex % 2 == 0)
                        //     outColor = Color.black;
                        // else
                        //     outColor = Color.red;
                        
                        resultTexture.SetPixel(wIndex, hIndex, outColor);
                    }
                    else
                    {
                        resultTexture.SetPixel(wIndex, hIndex, texture2D.GetPixel(wIndex-widthStart, hIndex-heightStart));
                    }
                }
            }

            byte[] textuteByte = new byte[]{};
            if (extension == ".png")
            {
                textuteByte = resultTexture.EncodeToPNG();
            }
            else if(extension == ".tga")
            {
                textuteByte = resultTexture.EncodeToTGA();
            }else if (extension == ".jpg")
            {
                textuteByte =  resultTexture.EncodeToJPG();
            }
            
            string filePath = Application.dataPath  + path.Replace("Assets","");
            File.WriteAllBytes(filePath, textuteByte);
            
            ti = (TextureImporter)TextureImporter.GetAtPath(path);
            ti.isReadable = lastIsReadable;
            ti.textureFormat = lastTextureFormat;
            AssetDatabase.ImportAsset(path);
        
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
            Debug.LogError( "图片尺寸更改完成, " + path + ", width =" + texture2D.width + ",height =" +texture2D.height + "\n");
        }
        
        if (allTexturePaths != null && allTexturePaths.Count == curNumber)
        {
            EditorUtility.ClearProgressBar();
        }
    }
}

3:也可以导入的时候设置2的N次方,但是感觉不适用。

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