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;
}
}