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 initialization void 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 frame void Update () { }}