在unity中实现简单的程序纹理 10.3.1

using UnityEngine;
using System.Collections;
using System.Collections.Generic;



//在unity中实现简单的程序纹理   10.3.1


//在编辑模式执行
[ExecuteInEditMode]
public class ProceduralTextureGeneration : MonoBehaviour {
    //声明一个材质,这个材质将使用该脚本中生成的程序纹理
	public Material material = null;

    //声明程序纹理将使用的各种参数
    //使用插件SetProperty将参数显示在面板上,这使得当修改了材质属性时,可执行_UpdateMaterial函数来使用新的属性重新生成程序纹理
	#region Material properties
	[SerializeField, SetProperty("textureWidth")]
    //材质纹理宽度
	private int m_textureWidth = 512;
	public int textureWidth {
		get {
			return m_textureWidth;
		}
		set {
			m_textureWidth = value;
			_UpdateMaterial();
		}
	}
    //材质纹理背景颜色
	[SerializeField, SetProperty("backgroundColor")]
	private Color m_backgroundColor = Color.white;
	public Color backgroundColor {
		get {
			return m_backgroundColor;
		}
		set {
			m_backgroundColor = value;
			_UpdateMaterial();
		}
	}
    //材质纹理圆形颜色
	[SerializeField, SetProperty("circleColor")]
	private Color m_circleColor = Color.yellow;
	public Color circleColor {
		get {
			return m_circleColor;
		}
		set {
			m_circleColor = value;
			_UpdateMaterial();
		}
	}
    
    //材质纹理模糊因子
	[SerializeField, SetProperty("blurFactor")]
	private float m_blurFactor = 2.0f;
	public float blurFactor {
		get {
			return m_blurFactor;
		}
		set {
			m_blurFactor = value;
			_UpdateMaterial();
		}
	}
	#endregion

    //为了保存生成的程序纹理,声明一个Texture2D类型的纹理变量
	private Texture2D m_generatedTexture = null;


	//在start 函数中进行相应的检查,以得到需要使用该程序纹理的材质
	void Start () {
        //检查material是否为空
        if (material == null) {
            //如果为空尝试从使用该脚本所在的物体上得到相应材质
			Renderer renderer = gameObject.GetComponent<Renderer>();
			if (renderer == null) {
				Debug.LogWarning("Cannot find a renderer.");
				return;
			}

			material = renderer.sharedMaterial;
		}

		_UpdateMaterial();
	}

    //_UpdateMaterial函数代码
    private void _UpdateMaterial() {
        //确保material不会为空
		if (material != null) {
            // 调取_GenerateProceduralTexture函数来生成一张程序纹理给 m_generatedTexture变量
            m_generatedTexture = _GenerateProceduralTexture();
            //利用material.SetTexture函数把生成的纹理赋给材质,材质material中需要有一个名为_MainTex的纹理属性
            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;
	}


    //_GenerateProceduralTexture函数代码
    private Texture2D _GenerateProceduralTexture() {
        //初始化一张二维纹理,并且提前计算了一些生成纹理时需要的变量,
		Texture2D proceduralTexture = new Texture2D(textureWidth, textureWidth);

		// The interval between circles(定义圆与圆之间的间距)
		float circleInterval = textureWidth / 4.0f;

		// The radius of circles(定义圆的半径)
		float radius = textureWidth / 10.0f;

		// The blur factor(定义模糊系数)
		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(使用背景颜色进行初始化)
				Color pixel = backgroundColor;


                //使用两层嵌套的循环遍历纹理中的每个像素,并在纹理上依次绘制9个圆形
				// Draw nine circles one by one(依次画九个圆)
				for (int i = 0; i < 3; i++) {
					for (int j = 0; j < 3; j++) {
						// Compute the center of current circle(计算当前所绘制的圆的圆心位置)
						Vector2 circleCenter = new Vector2(circleInterval * (i + 1), circleInterval * (j + 1));

						// Compute the distance between the pixel and the center(计算当前像素与圆心的距离)
						float dist = Vector2.Distance(new Vector2(w, h), circleCenter) - radius;

						// Blur the edge of the circle(模糊圆的边界)
						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(与之前的到的颜色进行混合)
						pixel = _MixColor(pixel, color, color.a);
					}
				}

				proceduralTexture.SetPixel(w, h, pixel);
			}
		}

        //调用Texture2D.Apply函数来强制把像素值写入纹理中,
		proceduralTexture.Apply();
        //返回该程序纹理
		return proceduralTexture;
	}
}
Shader "Unlit/Single Texture"
{
	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"

}

 

插件SetProperty 的下载地址

https://github.com/LMNRY/SetProperty

在unity中实现简单的程序纹理 10.3.1