Added GenerateMask to AssetsHelpers;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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namespace Misaki.ArtToolEditor
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{
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internal class CreateTerrainLayerProcessor : IAssetsProcessor
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{
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private const string Terrain_Layer_Extension = ".terrainlayer";
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public void OnPreProcess(AssetsProcessContext context)
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{
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}
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public void OnProcess(UnityEngine.Object source, string outputDirectory, AssetsProcessContext context)
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{
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if (source is not Material mat)
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{
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return;
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}
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var terrainLayer = new TerrainLayer()
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{
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diffuseTexture = mat.GetTexture("_BaseColorMap") as Texture2D,
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normalMapTexture = mat.GetTexture("_NormalMap") as Texture2D,
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maskMapTexture = mat.GetTexture("_MaskMap") as Texture2D,
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};
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var outputPath = Path.Combine(outputDirectory, mat.name + Terrain_Layer_Extension);
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AssetDatabase.CreateAsset(terrainLayer, outputPath);
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}
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public void OnPostProcess(AssetsProcessContext context)
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{
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}
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}
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}
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