From b8204dbea8fe9580816b7573f1d671fa8dbc38b3 Mon Sep 17 00:00:00 2001 From: Denys Almaral Date: Fri, 11 Aug 2023 11:06:48 -0400 Subject: [PATCH] remap to texture doc update --- Code/Editor/PolyPaintWindow.cs | 8 ++++---- README.md | 9 ++++++++- 2 files changed, 12 insertions(+), 5 deletions(-) diff --git a/Code/Editor/PolyPaintWindow.cs b/Code/Editor/PolyPaintWindow.cs index 67cf276..abc445d 100644 --- a/Code/Editor/PolyPaintWindow.cs +++ b/Code/Editor/PolyPaintWindow.cs @@ -229,8 +229,8 @@ void OnGUI() using (new EditorGUI.DisabledScope(!_paintingMode)) { OnGUI_PaintingTools(); - OnGUI_Remapping(); OnGUI_SavePaintedMesh(); + OnGUI_Remapping(); } EGL.EndScrollView(); @@ -241,13 +241,13 @@ private void OnGUI_Remapping() { EGL.Space(); GL.BeginVertical(EditorStyles.textArea); - var RemapClicked = GL.Button("Remmap to texture in..."); + var RemapClicked = GL.Button("Remap to texture in..."); _remapMaterial = (Material) EGL.ObjectField("Target Material", _remapMaterial, typeof(Material), true); _autoSwitchMaterial = EGL.ToggleLeft("Switch Material after remap", _autoSwitchMaterial); if (RemapClicked) { - bool ok = TryRemmapingTo(_remapMaterial, out var tex2d, _autoSwitchMaterial); + bool ok = TryRemappingTo(_remapMaterial, out var tex2d, _autoSwitchMaterial); if (ok && _autoSwitchMaterial) { if (_targetObject.TryGetComponent(out var r)) @@ -263,7 +263,7 @@ private void OnGUI_Remapping() } - private bool TryRemmapingTo(Material remapMaterial, out Texture2D tex2d, bool switchTexure = false) + private bool TryRemappingTo(Material remapMaterial, out Texture2D tex2d, bool switchTexure = false) { tex2d = null; if (_remapMaterial == null) return false; diff --git a/README.md b/README.md index ba39f1c..4bb6cfa 100644 --- a/README.md +++ b/README.md @@ -62,6 +62,10 @@ This allows you to sample colors directly from the 3D object surface. Mirrors the current tool cursor along a selected axis. +## Utilities +### Remap To Texture +Easily switch between color palettes without disrupting your UV mapping. This feature analyzes a new texture and reassigns UVs to the most similar colors, allowing for seamless transitions between palettes and optimization across multiple models. Ideal for low-poly art creation and texture consolidation. + ## Requirements and Compatibility - A mesh with a Mesh Filter or Skinned Mesh Renderer component. - A material with a diffuse texture assigned. (This will act as palette color) @@ -81,4 +85,7 @@ Digging DA Poly Paint? Keep the colors flowing by snagging my low-poly character Check out: [City People Mega-Pack](https://assetstore.unity.com/packages/3d/characters/city-people-mega-pack-203329) -Your support helps paint a vibrant future for everyone. 🎨🌈 \ No newline at end of file +Your support helps paint a vibrant future for everyone. 🎨🌈 + +## Help & Support +| [PolyChat forum](https://github.com/piXelicidio/PolyChat/discussions/categories/scripted-tools) | [direct e-mail](mailto:denys.almaral@gmail.com) | \ No newline at end of file