如何AlphaPeel Alpha分离
首先将我们的脚本拉进去
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class AlphaPeel
{
[MenuItem("Tools/Texture/Alpha Peel")]
public static void TextureAlphaPeel()
{
Object[] textures = GetSelectTextures();
foreach (Texture2D texture in textures)
{
CreateRGBandAlphaTexture(texture);
}
AssetDatabase.Refresh();
}
private static Object[] GetSelectTextures()
{
return Selection.GetFiltered(typeof(Texture2D), SelectionMode.DeepAssets);
}
private static void CreateRGBandAlphaTexture(Texture2D texture)
{
if (texture == null)
return;
//带有A通道的才可以A通道剥离,此处需判断
//todo;texture.format == TextureFormat.ARGB32....
string texturePath = AssetDatabase.GetAssetPath(texture);
Texture2D rgbTexture = new Texture2D(texture.width,texture.height,TextureFormat.RGB565,false);
Texture2D alphaTexture = new Texture2D(texture.width,texture.height,TextureFormat.RGB565,false);
for(int i=0;i<texture.width;i++)
{
for(int j=0;j<texture.height;j++)
{
Color c = texture.GetPixel(i,j);
rgbTexture.SetPixel(i,j,new Color(c.r,c.g,c.b));
alphaTexture.SetPixel(i,j,new Color(c.a,c.a,c.a));
}
}
rgbTexture.Apply();
alphaTexture.Apply();
//todo: .png .jpg .psd .......
File.WriteAllBytes(texturePath.Replace(".png","_RGB.png"),rgbTexture.EncodeToPNG());
File.WriteAllBytes(texturePath.Replace(".png","_Alpha.png"),alphaTexture.EncodeToPNG());
}
}
1.新建一个Editor的文件夹(这是编辑器文件夹)
2.将这个脚本拖入到Editor文件夹中,然后在菜单栏中Editor就会多一个"Tools/Texture/Alpha Peel"这种的东西
3.将图集的
读写功能打开,然后Apply
4.选中图集,然后"Tools/Texture/Alpha Peel"
5.剥离之后按照如图的步骤来进行
6.写shader(所有的改动都用注释标记了出来)
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/Transparent Colored"
{
/*Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
}*/ //----------之前的
Properties
{
_MainTex("Base (RGB)", 2D) = "black" {}
_AlphaTex("AlphaTex", 2D) = "black" {}
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"DisableBatching" = "True"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Offset -1, -1
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
//声明一下_AlphaTex
sampler2D _AlphaTex;
float4 _MainTex_ST;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
v2f o;
v2f vert (appdata_t v)
{
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
o.color = v.color;
return o;
}
fixed4 frag (v2f IN) : SV_Target
{
fixed3 rgbColor = tex2D(_MainTex, IN.texcoord).rgb; //主纹理
fixed alphaCol = tex2D(_AlphaTex, IN.texcoord).r; //采样
fixed4 finalCol = fixed4(rgbColor, alphaCol); //将rgb和alpha拼起来
return finalCol * IN.color;
}
ENDCG
}
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"DisableBatching" = "True"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Offset -1, -1
//ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex]
{
Combine Texture * Primary
}
}
}
}
7.回到unity将RGB和Alpha拖到Shader材质球中
8.成了OVER.当然高版本的unity自带一个Alpha分离的功能具体可以看这篇
UGUI Sprite Packer:图集自动ETC1+Alpha