如何将ARGB图像(带alpha)分成两张RGB图像(不带alpha,第二张为灰度图),我将导出的alpha图的TextureFormat .RGB24改为TextureFormat .Alpha8,一个通道的Alpha8竟然比3个通道的RGB大,变大两倍。
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEditor;
class TextureSplit : EditorWindow
{
[ MenuItem ("Assets/Texture Slpit" )]
static void DoSplit()
{
Object [] SelectedTexs = Selection.GetFiltered( typeof (Texture2D ), SelectionMode.Assets);
foreach (Texture2D Tex in SelectedTexs)
{
string TexPath = AssetDatabase .GetAssetPath(Tex);
TextureImporter TexImporter = AssetImporter .GetAtPath(TexPath) as TextureImporter ;
TexImporter.isReadable = true ;
AssetDatabase .ImportAsset(TexPath);
Texture2D ColorTex = new Texture2D(Tex.width, Tex.height, TextureFormat .RGB24, false );
ColorTex.SetPixels(Tex.GetPixels());
string FilePath = AssetDatabase .GetAssetPath(Tex);
int Pos = FilePath.LastIndexOf( '.');
FilePath = FilePath.Substring( 0 , Pos);
FilePath = FilePath + "_color.png" ;
byte [] bytes = ColorTex.EncodeToPNG();
System.IO. File .WriteAllBytes(FilePath, bytes);
{
AssetDatabase .ImportAsset(FilePath);
TextureImporter TargetTexImporter = AssetImporter .GetAtPath(FilePath) as TextureImporter ;
TargetTexImporter.textureType = TexImporter.textureType;
TargetTexImporter.filterMode = TexImporter.filterMode;
TargetTexImporter.maxTextureSize = TexImporter.maxTextureSize;
TargetTexImporter.textureFormat = TextureImporterFormat .AutomaticCompressed;
AssetDatabase .ImportAsset(FilePath);
}
CLogger .Log("Save " + FilePath + " Succeed" );
Texture2D ALphaTex = new Texture2D(Tex.width, Tex.height, TextureFormat .RGB24, false );
Color [] Pixels=Tex.GetPixels();
for (int i = 0; i < Pixels.Length;i++ )
{
Pixels[i].r = Pixels[i].a;
Pixels[i].g = Pixels[i].a;
Pixels[i].b = Pixels[i].a;
}
ALphaTex.SetPixels(Pixels);
FilePath = AssetDatabase .GetAssetPath(Tex);
Pos = FilePath.LastIndexOf( '.' );
FilePath = FilePath.Substring( 0 , Pos);
FilePath = FilePath + "_alpha.png" ;
bytes = ALphaTex.EncodeToPNG();
System.IO. File .WriteAllBytes(FilePath, bytes);
{
AssetDatabase .ImportAsset(FilePath);
TextureImporter TargetTexImporter = AssetImporter .GetAtPath(FilePath) as TextureImporter ;
TargetTexImporter.textureType = TexImporter.textureType;
TargetTexImporter.filterMode = TexImporter.filterMode;
TargetTexImporter.maxTextureSize = TexImporter.maxTextureSize;
TargetTexImporter.textureFormat = TextureImporterFormat .AutomaticCompressed;
AssetDatabase .ImportAsset(FilePath);
}
CLogger .Log("Save " + FilePath + " Succeed" );
}
}
}
</pre><div></div><div><hr /></div><div></div><div><span style="color:rgb(255,0,0)"><span style="font-size:24px">Shader代码,如何将两张RGB图像合并成</span></span><span style="color:rgb(255,0,0)"><span style="font-size:24px">ARGB图像(带alpha)</span></span></div><div><span style="color:rgb(255,0,0)"><span style="font-size:24px"></span></span><pre name="code" class="plain">Shader "Unlit/Transparent Colored SplitTex"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "black" {}
_AlphaTex("Alpha (A)", 2D) = "black" {}
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Offset -1, -1
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
fixed gray : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _AlphaTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = v.texcoord;
o.color = v.color;
o.gray = dot(v.color, fixed4(1,1,1,0));
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 col,alpha;
col = tex2D(_MainTex, i.texcoord);
alpha = tex2D(_AlphaTex, i.texcoord);
col.a = alpha.r;
if(i.gray == 0)
{
float grey = dot(col.rgb, float3(0.299, 0.587, 0.114));
col.rgb = float3(grey, grey, grey);
}
else
{
col = col * i.color;
}
return col;
}
ENDCG
}
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Offset -1, -1
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex]
{
Combine Texture * Primary
}
}
}
}