生成Texture2D纹理图片

本文介绍了一个使用Unity实现的程序生成纹理的方法。该方法通过不同的数学函数生成多种类型的纹理图案,并将其应用于Unity中的材质上。文章详细展示了如何根据不同条件设置像素颜色来创建不同效果的纹理。

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using UnityEngine;
using System.Collections;

public class ProceduralTexture : MonoBehaviour
{

    public int widthHeight = 512;

    /// <summary>  
    /// 生成的图片  
    /// </summary>  
    public Texture2D generatedTexture;

    /// <summary>  
    /// 当前的材质  
    /// </summary>  
    private Material currentMaterial;

    /// <summary>  
    /// 中心坐标  
    /// </summary>  
    private Vector2 centerPosition;

    public int i = 0;
    private int _i = 999;
    // Use this for initialization  
    void Update()
    {
        if (i == _i) return;

        if (!currentMaterial)
        {
            //共享当前物体的材质  
            currentMaterial = transform.GetComponent<Renderer>().sharedMaterial;
            if (!currentMaterial)
            {
                Debug.LogWarning("Cannot find a material on:" + transform.name);
            }
        }

        if (currentMaterial)
        {
            centerPosition = new Vector2(0.5f, 0.5f);
            generatedTexture = GenerateParabola();

            //设置当前材质的贴图为我们生成的贴图  
            currentMaterial.SetTexture("_MainTex", generatedTexture);
        }
        _i = i;
    }

    /// <summary>  
    /// 生成贴图  
    /// </summary>  
    /// <returns></returns>  
    private Texture2D GenerateParabola()
    {
        //新建一张贴图  
        Texture2D proceduralTexture = new Texture2D(widthHeight, widthHeight);

        //中心像素坐标  
        Vector2 centerPixelPosition = centerPosition * widthHeight;

        //遍历像素点设置  
        for (int x = 0; x < widthHeight; x++)
        {
            for (int y = 0; y < widthHeight; y++)
            {
                if (i == 0) {
                    #region 颜色控制在黑白,线性变化函数是y=|1-x|,1>=x>=0  
                    Vector2 currentposition = new Vector2(x, y);
                    float pixeldistance = Vector2.Distance(currentposition, centerPixelPosition) / (widthHeight * 0.5f);

                    pixeldistance = Mathf.Abs(1 - Mathf.Clamp(pixeldistance, 0f, 1f));

                    Color pixelcolor = new Color(pixeldistance, pixeldistance, pixeldistance, 1.0f);
                    proceduralTexture.SetPixel(x, y, pixelcolor);
                    #endregion
                } else if (i == 1) {
                    #region 颜色控制在黑白随sin周期变化,变化是(2*π)/n,下面的n是30  
                    Vector2 currentPosition = new Vector2(x, y);
                    float pixelDistance = Vector2.Distance(currentPosition, centerPixelPosition) / (widthHeight * 0.5f);
                    pixelDistance = Mathf.Abs(1 - Mathf.Clamp(pixelDistance, 0f, 1f));
                    pixelDistance = (Mathf.Sin(pixelDistance * 30) * pixelDistance);
                    Color pixelColor = new Color(pixelDistance, pixelDistance, pixelDistance, 1.0f);
                    proceduralTexture.SetPixel(x, y, pixelColor);
                    #endregion
                } else if (i == 2) {
                    #region 颜色根据方向向量偏移角度控制  
                    Vector2 currentPosition = new Vector2(x, y);
                    Vector2 pixelDirection = centerPixelPosition - currentPosition;
                    pixelDirection.Normalize();
                    float rightDirection = Vector2.Angle(pixelDirection, Vector3.right) / 360;
                    float leftDirection = Vector2.Angle(pixelDirection, Vector3.left) / 360;
                    float upDirection = Vector2.Angle(pixelDirection, Vector3.up) / 360;
                    Color pixelColor = new Color(rightDirection, leftDirection, upDirection, 1.0f);
                    proceduralTexture.SetPixel(x, y, pixelColor);
                    #endregion
                }else if(i == 3) {
                    #region 颜色根据方向向量和方向轴的数量积  
                    Vector2 currentPosition = new Vector2(x, y);
                    Vector2 pixelDirection = centerPixelPosition - currentPosition;
                    pixelDirection.Normalize();
                    float rightDirection = Vector2.Dot(pixelDirection, Vector3.right);
                    float leftDirection = Vector2.Dot(pixelDirection, Vector3.left);
                    float upDirection = Vector2.Dot(pixelDirection, Vector3.up);
                    Color pixelColor = new Color(rightDirection, leftDirection, upDirection, 1.0f);
                    proceduralTexture.SetPixel(x, y, pixelColor);
                    #endregion
                }
            }
        }

        proceduralTexture.Apply();

        return proceduralTexture;
    }
}

转载于:https://www.cnblogs.com/alps/p/7795814.html

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