我需要从服务器下载图像,然后将其转换为立方体地图,最后将此Cubemap放入我的Skybox中。
我和C#一起工作。
我想出了这个代码:
public string url = "image/url.jpg";
void Update() {
// When trigger, we start the process
if (Input.GetKeyDown("f")) {
// start Coroutine to handle the WWW asynchronous process
StartCoroutine("setImage");
}
}
IEnumerator setImage () {
Texture2D tex;
tex = new Texture2D(2048, 2048, TextureFormat.RGBA32, false);
WWW www = new WWW(url);
//Texture myGUITexture = Resources.Load("23") as Texture;
Debug.Log (www.bytesDownloaded);
Debug.Log (www.progress);
Debug.Log (www.texture);
yield return www;
// we put the downloaded image into the new texture
www.LoadImageIntoTexture(tex);
// new cubemap
Cubemap c = new Cubemap(2048, TextureFormat.RGBA32, false);
Color[] CubeMapColors;
CubeMapColors = tex.GetPixels();
c.SetPixels(CubeMapColors, CubemapFace.PositiveX);
// we set the cubemap from the texture pixel by pixel
c.Apply();
//NewTexture.isPowerOfTwo = true;
//Debug.Log (RenderSettings.skybox.GetTexture ("_Tex"));
// We change the Cubemap of the Skybox
RenderSettings.skybox.SetTexture("_Tex", c);
}我注释了所有的代码来解释我认为我在做什么。
我做了这个逐像素创建Cubemap的“技巧”,因为编辑器的方法(顺便说一句,这非常简单)似乎不可能从我能读到的其他人的帖子中找到。
最终,结果只是一堆灰色像素。
我真的不知道在我的过程中是什么搞砸了这么多,我看到的唯一的“影子”点是TextureFormat。
我选择RGBA32是因为当我看着我的Unity Editor时,我看到的是BC7格式,这是错误记录的,对于SetTexture来说是不可能的,并且从doc中他们解释说它可以用RGBA32解压。
当然,控制台中没有剩余的错误。
我真的很惊讶,没有一个简单的方法来做到这一点。我的意思是,不一定要从http获取图像并将其放入skybox,只需更改skybox的纹理即可。我是不是漏掉了什么?
发布于 2017-08-07 19:32:31
我想我为你找到了一个解决方案。
以下代码基本上是代码的扩展。
我修复了一些困扰我的东西,但代码基本上做了同样的事情。
using System.Collections;
using UnityEngine;
public class ReplaceCubemap : MonoBehaviour
{
public string url = "your file name";
public int CubemapResolution = 256;
private Texture2D source;
/// <summary>
/// These are the faces of a cube
/// </summary>
private Vector3[][] faces =
{
new Vector3[] {
new Vector3(1.0f, 1.0f, -1.0f),
new Vector3(1.0f, 1.0f, 1.0f),
new Vector3(1.0f, -1.0f, -1.0f),
new Vector3(1.0f, -1.0f, 1.0f)
},
new Vector3[] {
new Vector3(-1.0f, 1.0f, 1.0f),
new Vector3(-1.0f, 1.0f, -1.0f),
new Vector3(-1.0f, -1.0f, 1.0f),
new Vector3(-1.0f, -1.0f, -1.0f)
},
new Vector3[] {
new Vector3(-1.0f, 1.0f, 1.0f),
new Vector3(1.0f, 1.0f, 1.0f),
new Vector3(-1.0f, 1.0f, -1.0f),
new Vector3(1.0f, 1.0f, -1.0f)
},
new Vector3[] {
new Vector3(-1.0f, -1.0f, -1.0f),
new Vector3(1.0f, -1.0f, -1.0f),
new Vector3(-1.0f, -1.0f, 1.0f),
new Vector3(1.0f, -1.0f, 1.0f)
},
new Vector3[] {
new Vector3(-1.0f, 1.0f, -1.0f),
new Vector3(1.0f, 1.0f, -1.0f),
new Vector3(-1.0f, -1.0f, -1.0f),
new Vector3(1.0f, -1.0f, -1.0f)
},
new Vector3[] {
new Vector3(1.0f, 1.0f, 1.0f),
new Vector3(-1.0f, 1.0f, 1.0f),
new Vector3(1.0f, -1.0f, 1.0f),
new Vector3(-1.0f, -1.0f, 1.0f)
}
};
void Update()
{
// When trigger, we start the process
if (Input.GetKeyDown(KeyCode.F))
{
// start Coroutine to handle the WWW asynchronous process
StartCoroutine(setImage());
}
}
IEnumerator setImage()
{
WWW www = new WWW(url);
//Texture myGUITexture = Resources.Load("23") as Texture;
Debug.Log(www.bytesDownloaded);
Debug.Log(www.progress);
Debug.Log(www.texture);
yield return www;
source = new Texture2D(www.texture.width, www.texture.height);
// we put the downloaded image into the new texture
www.LoadImageIntoTexture(source);
// new cubemap
Cubemap c = new Cubemap(CubemapResolution, TextureFormat.RGBA32, false);
Color[] CubeMapColors;
for (int i = 0; i < 6; i++)
{
CubeMapColors = CreateCubemapTexture(CubemapResolution, (CubemapFace)i);
c.SetPixels(CubeMapColors, (CubemapFace)i);
}
// we set the cubemap from the texture pixel by pixel
c.Apply();
//Destroy all unused textures
DestroyImmediate(source);
DestroyImmediate(www.texture);
Texture2D[] texs = FindObjectsOfType<Texture2D>();
for (int i = 0; i < texs.Length; i++)
{
DestroyImmediate(texs[i]);
}
// We change the Cubemap of the Skybox
RenderSettings.skybox.SetTexture("_Tex", c);
}
/// <summary>
/// Generates a Texture that represents the given face for the cubemap.
/// </summary>
/// <param name="resolution">The targetresolution in pixels</param>
/// <param name="face">The target face</param>
/// <returns></returns>
private Color[] CreateCubemapTexture(int resolution, CubemapFace face)
{
Texture2D texture = new Texture2D(resolution, resolution, TextureFormat.RGB24, false);
Vector3 texelX_Step = (faces[(int)face][1] - faces[(int)face][0]) / resolution;
Vector3 texelY_Step = (faces[(int)face][3] - faces[(int)face][2]) / resolution;
float texelSize = 1.0f / resolution;
float texelIndex = 0.0f;
//Create textured face
Color[] cols = new Color[resolution];
for (int y = 0; y < resolution; y++)
{
Vector3 texelX = faces[(int)face][0];
Vector3 texelY = faces[(int)face][2];
for (int x = 0; x < resolution; x++)
{
cols[x] = Project(Vector3.Lerp(texelX, texelY, texelIndex).normalized);
texelX += texelX_Step;
texelY += texelY_Step;
}
texture.SetPixels(0, y, resolution, 1, cols);
texelIndex += texelSize;
}
texture.wrapMode = TextureWrapMode.Clamp;
texture.Apply();
Color[] colors = texture.GetPixels();
DestroyImmediate(texture);
return colors;
}
/// <summary>
/// Projects a directional vector to the texture using spherical mapping
/// </summary>
/// <param name="direction">The direction in which you view</param>
/// <returns></returns>
private Color Project(Vector3 direction)
{
float theta = Mathf.Atan2(direction.z, direction.x) + Mathf.PI / 180.0f;
float phi = Mathf.Acos(direction.y);
int texelX = (int)(((theta / Mathf.PI) * 0.5f + 0.5f) * source.width);
if (texelX < 0) texelX = 0;
if (texelX >= source.width) texelX = source.width - 1;
int texelY = (int)((phi / Mathf.PI) * source.height);
if (texelY < 0) texelY = 0;
if (texelY >= source.height) texelY = source.height - 1;
return source.GetPixel(texelX, source.height - texelY - 1);
}
}这段代码主要做的是:
从每个面获取全景纹理,计算纹理并将生成的纹理分配给着色器www
发布于 2021-07-19 19:25:36
我用电脑上的图像解决了这个问题。
我有一个问题,图像的颜色失去了强度,我发现这是因为sRGB没有设置为真。我修复了它,替换为:
Cubemap c = new Cubemap(CubemapResolution, TextureFormat.RGBA32, false);在setImage函数中执行以下操作:
Cubemap c = new Cubemap(CubeMapResolution, DefaultFormat.LDR, TextureCreationFlags.None);https://stackoverflow.com/questions/45032579
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