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Question by Marino86 · Oct 28, 2013 at 02:35 PM · texturecustom editorbake

Modifying textures like TextureImporter does with normal maps importer, but run a custom shader

I was wandering if it is possible to create a tool that runs a texture through some custom shader and saves it in a new one, in the editor.

Pretty much like unity can make a normal map from a height map.

Right now I'm reading the information from a texture at runtime and converting a height map with my fragment shader to UV offsets and applying the results. This does not need to be done at runtime so I want a solution to bake the results into a texture.

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Answer by Marino86 · Nov 23, 2013 at 12:14 PM

I solved it myself by inheriting the AssetPostProcessor and overwriting the texturePostProcessor for a particular folder.

 class DuDvGenerator : AssetPostprocessor {
     void OnPostprocessTexture ( Texture2D texture ) {
                 // Modify Texture here and apply.
         }    
 }

Note that this script must be under a folder called "Editor".

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