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;
}
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;
}