Unity Shader 学习笔记(十二) 创建程序纹理贴图

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Unity Shader 学习笔记(十二) 创建程序纹理贴图


创建一个脚本 附加到一个游戏体上

using UnityEngine;using System.Collections;public class ProceduralTexture : MonoBehaviour{#region Public Variables    //纹理的宽高    public int widthHeight = 512;    //程序生成的纹理    public Texture2D generaterdTexture;#endregion#region Private Variables    private Material currentMaterial;    private Vector2 centerPosition;#endregion// Use this for initializationvoid Start () {        if (!currentMaterial)        {            currentMaterial = transform.renderer.sharedMaterial;            if (!currentMaterial)            {                Debug.LogWarning("Cannot find a material on : " + transform.name);            }                    }        if (currentMaterial)        {            centerPosition = new Vector2(0.5f, 0.5f);            generaterdTexture = GenerateParabola();            //设置纹理            currentMaterial.SetTexture("_MainTex",generaterdTexture);        }                }    private Texture2D GenerateParabola()    {        //创建一个新的纹理        Texture2D proceduralTexture = new Texture2D(widthHeight, widthHeight);        //获取当前纹理的中心点        Vector2 centerPixelPosition = centerPosition * widthHeight;        //循环遍历纹理的宽高 , 来为每个像素点赋值        for (int x = 0; x < widthHeight; x++)        {            for (int y = 0; y < widthHeight; y++)            {                //Get the distance from the center of the texture to                //our currently selected pixel                Vector2 currentPosition = new Vector2(x, y);                //当前像素点到中心点的距离 / 纹理宽高的一半                float pixelDistance = Vector2.Distance(currentPosition, centerPixelPosition) / (widthHeight * 0.5f);                // Mathf.Abs : 取绝对值   Mathf.Clamp  0-1                pixelDistance = Mathf.Abs(1 - Mathf.Clamp(pixelDistance, 0f, 1f));                pixelDistance = (Mathf.Sin(pixelDistance * 30.0f) * pixelDistance);                //you can also do some more advanced vector calculations to achieve                //other types of data about the model itself and its uvs and                //pixels                //以中心为原点 获取到当前像素点的向量                Vector2 pixelDirection = centerPixelPosition - currentPosition;                pixelDirection.Normalize();                //当前像素点向量 和 上左右三个方向的向量之间的夹角                float rightDirection = Vector2.Angle(pixelDirection, Vector3.right) / 360;                float leftDirection = Vector2.Angle(pixelDirection, Vector3.left) / 360;                float upDirection = Vector2.Angle(pixelDirection, Vector3.up) / 360;                                //确保像素点的颜色值在 (0,1) 之间                //Create a new color value based off of our                //Color pixelColor = new Color(Mathf.Max(0.0f, rightDirection),Mathf.Max(0.0f, leftDirection), Mathf.Max(0.0f,upDirection), 1f);                Color pixelColor = new Color(pixelDistance, pixelDistance, pixelDistance, 1.0f);                //Color pixelColor = new Color(rightDirection, leftDirection, upDirection, 1.0f);                proceduralTexture.SetPixel(x, y, pixelColor);                //将中间的像素点设置成红色                if (x == widthHeight / 2 || y == widthHeight / 2)                {                    Color middlePixelColor = new Color(1, 0, 0, 1.0f);                    proceduralTexture.SetPixel(x, y, middlePixelColor);                }            }        }        //Finally force the application of the new pixels to the texture        proceduralTexture.Apply();        //return the texture to the main program.        return proceduralTexture;    }// Update is called once per framevoid Update () {}}


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