通过代码创建2d贴图

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using UnityEngine;

using System.Collections;

using System.Collections.Generic;


public abstract class CustomMesh : MonoBehaviour

{

protectedbool _isMaterialInitialized;

protectedVector2 _bounds;

protectedMeshFilter _meshFilter;

protectedMeshRenderer _meshRenderer;

protectedColor _color;

protectedTexture _texture;

protectedShader _shader;


publicVector2 Bounds

{

get {return _bounds; }

}


    public bool IsVisible

    {

        get

        {

            return _meshRenderer != null ? _meshRenderer.enabled :false;

        }

        set

        {

            if (_meshRenderer != null)

            {

                _meshRenderer.enabled =value;

            }

        }

    }


    public virtual Color Color

    {

        get

        {

            return _color;

        }

        set

        {

            _color =value;

            if (_meshRenderer != null)

            {

                _meshRenderer.material.SetColor("_Color",value);

            }

        }

    }


    public float Alpha

    {

        get

        {

            return _color.a;

        }

        set

        {

            _color.a =value;

            if (_meshRenderer != null)

            {

                _meshRenderer.material.SetColor("_Color", _color);

            }

        }

    }


    public Texture Texture

    {

        get

        {

            return _texture;

        }

        set

        {

            _texture =value;

            if (_meshRenderer != null)

            {

                _meshRenderer.material.SetTexture("_MainTex",value);

            }

        }

    }

    

protectedvirtual void Reset()

{

_meshRenderer = GetComponent<MeshRenderer>();

if (_meshRenderer ==null)

{

_meshRenderer = gameObject.AddComponent<MeshRenderer>();

}


_meshFilter = GetComponent<MeshFilter>();

if (_meshFilter ==null)

{

_meshFilter = gameObject.AddComponent<MeshFilter>();

}


Mesh mesh = GenerateMesh();


if (_meshFilter.sharedMesh !=null)

{

if (Application.isPlaying)

{

Destroy(_meshFilter.sharedMesh);

}

else

{

DestroyImmediate(_meshFilter.sharedMesh);

}

}

_meshFilter.mesh = mesh;


if (_isMaterialInitialized ==false)

{

            _shader =Shader.Find("Unlit/Transparent");

_meshRenderer.sharedMaterial =new Material(_shader);

_meshRenderer.sharedMaterial.SetTexture("_MainTex", _texture);

_isMaterialInitialized =true;

}

}


protectedabstract Mesh GenerateMesh();

}







using UnityEngine;

using System.Collections;

using System.Collections.Generic;


publicclass QuadMesh : CustomMesh

{

[SerializeField]

privateCamera _camera;


    public void MakePixelPerfect()

    {

        if (_texture == null)

        {

            _texture = gameObject.GetComponent<MeshRenderer>().sharedMaterial.GetTexture("_MainTex");

        }

        transform.localScale = TransformSizeFromScreenToWorld(

                           new Vector2(_texture.width, _texture.height));

    }


    public void MakeHighAsScreen()

    {

        MakePixelPerfect();


        float factor = transform.localScale.y / (_camera.orthographicSize * 2);

        transform.localScale /= factor;

    }


publicVector3 TransformSizeFromScreenToWorld(Vector2 screenSize)

{

float cameraSizeY = _camera.orthographicSize;

float cameraSizeX = cameraSizeY /Screen.height * Screen.width;


Vector3 worldSize =Vector3.zero;

worldSize.x = screenSize.x /Screen.width * cameraSizeX * 2;

worldSize.y = screenSize.y /Screen.height * cameraSizeY * 2;

return worldSize;

}


    #region Quad Parameters


privateVector3[] quadVerts = 

    {

        new Vector3(-0.5f, -0.5f),

        new Vector3(-0.5f,0.5f),

        new Vector3(0.5f,0.5f),

        new Vector3(0.5f, -0.5f)

    };

privateVector2[] quadUvs = 

    {

        new Vector2(0,0),

        new Vector2(0,1),

        new Vector2(1,1),

        new Vector2(1,0)

    };

privateint[] quadTriangles = 

    { 

        0, 1, 2,

        2, 3, 0

    };


    #endregion


protectedoverride Mesh GenerateMesh()

{

_bounds =Vector2.one;

Mesh mesh =new Mesh();

List<Vector3> vertices =new List<Vector3>();

for (int i =0; i < quadVerts.Length; i++)

{

Vector3 vert =new Vector3();

vert.x = quadVerts[i].x * _bounds.x;

vert.y = quadVerts[i].y * _bounds.y;

vertices.Add(vert);

}

mesh.vertices = vertices.ToArray();

mesh.uv = quadUvs;

mesh.subMeshCount =1;

mesh.SetTriangles(quadTriangles,0);

return mesh;

}


privatevoid Awake()

{

if (GetComponent<MeshFilter>() ==null)

{

Reset();

            _camera =Camera.main;

}


        _meshRenderer = GetComponent<MeshRenderer>();

}

}


将QuadMesh绑定到gameobject就可以了
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