程序纹理指的是指那些用计算生的成的图像,通常使用一些特定的算法来创建个性化图案。其实就是把图像计算完成后再过赋予材质做显示。下面用一个简单的例子来说明,程序计算生成一个主图后赋予_MainTex直接以漫反射形式显示。
CS部分代码:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[ExecuteInEditMode]
public class ProceduralTextureGeneration : MonoBehaviour {
public Material material = null;
#region Material properties
[SerializeField, SetProperty("textureWidth")]
private int m_textureWidth = 512;
public int textureWidth {
get {
return m_textureWidth;
}
set {
m_textureWidth = value;
_UpdateMaterial();
}
}
[SerializeField, SetProperty("backgroundColor")]
private Color m_backgroundColor = Color.white;
public Color backgroundColor {
get {
return m_backgroundColor;
}
set {
m_backgroundColor = value;
_UpdateMaterial();
}
}
[SerializeField, SetProperty("circleColor")]
private Color m_circleColor = Color.yellow;
public Color circleColor {
get {
return m_circleColor;
}
set {
m_circleColor = value;
_UpdateMaterial();
}
}
[SerializeField, SetProperty("blurFactor")]
private float m_blurFactor = 2.0f;
public float blurFactor {
get {
return m_blurFactor;
}
set {
m_blurFactor = value;
_UpdateMaterial();
}
}
#endregion
private Texture2D m_generatedTexture = null;
// Use this for initialization
void Start () {
if (material == null) {
Renderer renderer = gameObject.GetComponent<Renderer>();
if (renderer == null) {
Debug.LogWarning("Cannot find a renderer.");
return;
}
material = renderer.sharedMaterial;
}
_UpdateMaterial();
}
private void _UpdateMaterial() {
if (material != null) {
m_generatedTexture = _GenerateProceduralTexture();
material.SetTexture("_MainTex", m_generatedTexture);
}
}
private Color _MixColor(Color color0, Color color1, float mixFactor) {
Color mixColor = Color.white;
mixColor.r = Mathf.Lerp(color0.r, color1.r, mixFactor);
mixColor.g = Mathf.Lerp(color0.g, color1.g, mixFactor);
mixColor.b = Mathf.Lerp(color0.b, color1.b, mixFactor);
mixColor.a = Mathf.Lerp(color0.a, color1.a, mixFactor);
return mixColor;
}
private Texture2D _GenerateProceduralTexture() {
Texture2D proceduralTexture = new Texture2D(textureWidth, textureWidth);
// The interval between circles
float circleInterval = textureWidth / 4.0f;
// The radius of circles
float radius = textureWidth / 10.0f;
// The blur factor
float edgeBlur = 1.0f / blurFactor;
for (int w = 0; w < textureWidth; w++) {
for (int h = 0; h < textureWidth; h++) {
// Initalize the pixel with background color
Color pixel = backgroundColor;
// Draw nine circles one by one
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
// Compute the center of current circle
Vector2 circleCenter = new Vector2(circleInterval * (i + 1), circleInterval * (j + 1));
// Compute the distance between the pixel and the center
float dist = Vector2.Distance(new Vector2(w, h), circleCenter) - radius;
// Blur the edge of the circle
Color color = _MixColor(circleColor, new Color(pixel.r, pixel.g, pixel.b, 0.0f), Mathf.SmoothStep(0f, 1.0f, dist * edgeBlur));
// Mix the current color with the previous color
pixel = _MixColor(pixel, color, color.a);
}
}
proceduralTexture.SetPixel(w, h, pixel);
}
}
proceduralTexture.Apply();
return proceduralTexture;
}
}
Shader部分代码:
Shader "Custom/TestShader23" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20
}
SubShader {
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
// Or just call the built-in function
// o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
// Use the texture to sample the diffuse color
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
FallBack "Specular"
}