Unity材质球自动遍历所需贴图
文章目录
一、原理
例如一个材质球名为:Decal_Text_Cranes_01_Mat ,
 然后从全局遍历出:Decal_Text_Cranes_01_Albedo赋值给材质球的BaseMap,
 全局遍历出Decal_Text_Cranes_01_MAODS 赋值给材质球MetallicMap通道,
 全局遍历出Decal_Text_Cranes_01_Normal 给材质球NormalMap通道,
 **规律:**材质球名字:Decal_Text_Cranes_01_Mat 把后面Mat换成通道名称,就是该材质球的通道贴图
二、用法
1.代码:
using UnityEngine;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
public class AutoAssignTextureMaps : MonoBehaviour
{
    public List<Material> targetMaterials; // 在Inspector中指定目标材质列表
    private Dictionary<string, string> textureMapNames = new Dictionary<string, string>
    {
        { "Albedo", "_BaseMap" },   // Base Color
        { "MAODS", "_MetallicGlossMap" }, // Metallic and Smoothness
        { "Normal", "_BumpMap" }     // Normal Map
    };
    [ContextMenu("_AlphaMat后缀自动补全")]
    void AssignTextures1( )
    {
        foreach (Material material in targetMaterials)
        {
            string baseName = material.name.Replace("_AlphaMat", "");
            foreach (var pair in textureMapNames)
            {
                string textureName = baseName + "_" + pair.Key;
                Texture2D texture = FindTexture(textureName);
                if (texture != null)
                {
                    material.SetTexture(pair.Value, texture);
                    Debug.Log($"Assigned {textureName} to {pair.Value} for material {material.name}");
                }
                else
                {
                    Debug.LogError($"Could not find texture {textureName} for material {material.name}");
                }
            }
        }
    }
    [ContextMenu("_Mat后缀自动补全")]
    void AssignTextures2( )
    {
        foreach (Material material in targetMaterials)
        {
            string baseName = material.name.Replace("_Mat", "");
            foreach (var pair in textureMapNames)
            {
                string textureName = baseName + "_" + pair.Key;
                Texture2D texture = FindTexture(textureName);
                if (texture != null)
                {
                    material.SetTexture(pair.Value, texture);
                    Debug.Log($"Assigned {textureName} to {pair.Value} for material {material.name}");
                }
                else
                {
                    Debug.LogError($"Could not find texture {textureName} for material {material.name}");
                }
            }
        }
    }
    Texture2D FindTexture(string textureName)
    {
        string[] guids = AssetDatabase.FindAssets(textureName);
        if (guids.Length > 0)
        {
            string assetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
            return AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
        }
        return null;
    }
}
2.使用方法

1.将脚本挂载到一个空物体:
 2.把所需的材质球添加到集合列表中。
 3.点右上角三个点,进行调用脚本中的方法。










