更改精灵纹理像素会产生巨大的灰色方块

时间:2018-09-04 22:51:20

标签: c# unity3d

我有一个32x32的子画面,试图访问其中的像素数据并进行修改。

要做到这一点,我只是简单地获取精灵的纹理,在旧纹理的基础上创建新纹理,然后更改新纹理的像素值。然后,我使用修改后的纹理创建一个新的精灵,并将SpriteRenderer的sprite参数更改为新的精灵。

但是,当我实际运行脚本时,我得到的是一个巨大的灰色方块,轻松达到原始32x32精灵大小的10倍。我是团结的新手,所以我不确定为什么会这样。任何见识都会很棒。

    private Sprite sprite;
    private Texture2D texture;


    // Use this for initialization
    void Start ()
    {
        sprite = this.gameObject.GetComponent<SpriteRenderer>().sprite;
        texture = sprite.texture;
        Texture2D newTexture = modifyTexture(texture);

        SpriteRenderer sr = this.gameObject.GetComponent<SpriteRenderer>();
        sr.sprite = Sprite.Create(newTexture, new Rect(0, 0, newTexture.width, newTexture.height), new Vector2(0, 0), 10);
    }

    public Texture2D modifyTexture(Texture2D baseTexture)
    {
        Texture2D newTexture = new Texture2D(baseTexture.width, baseTexture.height);

        int x = 0;
        while(x < newTexture.width)
        {
            int y = 0;
            while(y < newTexture.height)
            {
                Color currentPixel = baseTexture.GetPixel(x,y);
                Color modifiedPixel = currentPixel;
                modifiedPixel.r = (float)(modifiedPixel.r + 0.10);
                modifiedPixel.b = (float)(modifiedPixel.b + 0.10);
                modifiedPixel.g = (float)(0.10);
                newTexture.SetPixel(x, y, modifiedPixel);
                y++;
            }
            x++;
        }

        Debug.Log(newTexture.GetPixel(5, 5).ToString());
        return newTexture;
    }

1 个答案:

答案 0 :(得分:2)

修改纹理的像素后,必须调用Apply函数将修改后的像素上传到图形卡。

public Texture2D modifyTexture(Texture2D baseTexture)
{
    Texture2D newTexture = new Texture2D(baseTexture.width, baseTexture.height);

    int x = 0;
    while (x < newTexture.width)
    {
        int y = 0;
        while (y < newTexture.height)
        {
            Color currentPixel = baseTexture.GetPixel(x, y);
            Color modifiedPixel = currentPixel;
            modifiedPixel.r = (float)(modifiedPixel.r + 0.10);
            modifiedPixel.b = (float)(modifiedPixel.b + 0.10);
            modifiedPixel.g = (float)(0.10);
            newTexture.SetPixel(x, y, modifiedPixel);
            y++;
        }
        x++;
    }
    //Upload changes to Graphics graphics card
    newTexture.Apply();

    Debug.Log(newTexture.GetPixel(5, 5).ToString());
    return newTexture;
}