在unity3d中将两个不同的纹理合并为一个

时间:2015-02-24 21:13:05

标签: c# unity3d unityscript

我正在尝试将两个纹理合并为一个 第一个纹理来自webcamTexture 第二个来自精灵使用:gameobject.getComponent<SpriteRenderer>().sprite.texture as Texture2D

我在编写函数时遇到了问题,这是我到目前为止所做的:

public static Texture2D CombineTextures(GameObject obj, Texture2D background, Texture2D TodrawLogo)
{
    Vector3 v = obj.transform.position;// obj is TodrawLogo gameobject
    int width = TodrawLogo.width;
    int height = TodrawLogo.height;
    for (int x =(int)v.x; x < width; x++){
        background.SetPixel(x,(int)v.y,TodrawLogo.GetPixel(x,(int)v.y));
    }
    background.Apply();
    return background;
}

这就是我想要做的事情:

WebcamTexture enter image description here

结果纹理应该是这样的 enter image description here

webcamTexture是3dplane,徽标是single sprite 但遗憾的是我的功能不起作用 有谁知道如何解决这一问题 我知道我应该找到todraw image的确切坐标并设置像素,但我无法弄清楚如何

非常欣赏

编辑:

我尝试使用@nexx代码:

public static Texture2D CombineTexture(Texture2D background, Texture2D TodrawLogo)
{

  int width = TodrawLogo.width;
  int height = TodrawLogo.height;

  int backWidth = background.width;
  int backHeight = background.height;
// bottom right corner
int startX = backWidth - width;
int startY = backHeight - height;

// loop through texture
int y = 0;
while (y < backHeight) {
    int x = 0;
    while (x < backWidth) {
        // set normal pixels
        background.SetPixel(x,y,background.GetPixel(x,y));
        // if we are at bottom right apply logo 
        //TODO also check alpha, if there is no alpha apply it!
        if(x >= startX && y < backHeight- startY)
            background.SetPixel(x,y,TodrawLogo.GetPixel(x-startX,y-startY));
        ++x;
    }
    ++y;
}
background.Apply();
return background;
 }

但这是我得到的结果图像: enter image description here

我被困在这可以有人请告诉我我做错了什么?

6 个答案:

答案 0 :(得分:7)

这是一个有效的例子。我测试过了!

public Texture2D AddWatermark(Texture2D background, Texture2D watermark)
{

    int startX = 0;
    int startY = background.height - watermark.height;

    for (int x = startX; x < background.width; x++)
    {

        for (int y = startY; y < background.height; y++)
        {
            Color bgColor = background.GetPixel(x, y);
            Color wmColor = watermark.GetPixel(x - startX, y - startY);

            Color final_color = Color.Lerp(bgColor, wmColor, wmColor.a / 1.0f);

            background.SetPixel(x, y, final_color);
        }
    }

    background.Apply();
    return background;
}

答案 1 :(得分:0)

我对您的CombineTextures方法进行了一些更改,

public static Texture2D CombineTexture(GameObject obj, Texture2D background, Texture2D TodrawLogo)
{
    int width = TodrawLogo.width;
    int height = TodrawLogo.height;

    int backWidth = background.width;
    int backHeight = background.height;
    // bottom right corner
    int startX = backWidth - width;
    int startY = backHeight - height;

    // loop through texture
    int y = 0;
    while (y < backHeight) {
        int x = 0;
        while (x < backWidth) {
            // set normal pixels
            background.SetPixel(x,y,background.GetPixel(x,y));
            // if we are at bottom right apply logo 
            //TODO also check alpha, if there is no alpha apply it!
            if(x >= startX && y < backHeight- startY)
                background.SetPixel(x,y,TodrawLogo.GetPixel(x-startX,y-startY));
            ++x;
        }
        ++y;
    }
    background.Apply();
    return background;
}

您可以在循环中更改内部的值,以将纹理放置在您想要的位置。

答案 2 :(得分:0)

我不知道您希望如何做,但您可以使用Unity的OnGUI方法在需要的地方绘制徽标。

http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnGUI.html

它就像这样简单:

var aTexture : Texture;

function OnGUI() {
    if(!aTexture){
        Debug.LogError("Assign a Texture in the inspector.");
        return;
    }
    GUI.DrawTexture(Rect(10,10,60,60), aTexture, ScaleMode.ScaleToFit, true, 10.0f);
}

我希望我能提供帮助。

答案 3 :(得分:0)

试试这个(它是对nexx代码的修改。)它将两个纹理组合成一个新的纹理。新纹理保证可写(否则SetPixel / GetPixel无法工作。)

此外,它假设水印纹理小于背景纹理。

请注意:我没有对此进行测试。

public static Texture2D AddWatermark(Texture2D background, Texture2D watermark)
{
    // Create a new writable texture.
    Texture2D result = new Texture2D(background.width, background.height);

    // Draw watermark at bottom right corner.
    int startX = background.width - watermark.width;
    int startY = background.height - watermark.height;

    for (int x = 0; x < background.width; x++) {
        for (int y = 0; y < background.height; y++) {
            Color bgColor = background.GetPixel(x, y);
            Color wmColor = new Color(0, 0, 0, 0);

            // Change this test if no longer drawing at the bottom right corner.
            if (x >= startX && y >= startY) {
                wmColor = watermark.GetPixel(x, y);
            }

            // Alpha-blend background and watermark color.
            Color bended = bgColor * (1.0f - wmColor.a) + wmColor;
            blended.a = 1.0f;

            result.SetPixel(x, y, blended);
        }
    }

    result.Apply();
    return result;
}

答案 4 :(得分:0)

稍微优化的解决方案。仅读写水印所需的区域。

    public static Texture2D AddWatermark(Texture2D background, Texture2D watermark, int startPositionX, int startPositionY)
    {
        //only read and rewrite the area of the watermark
        for (int x = startPositionX; x < background.width; x++)
        {
            for (int y = startPositionY; y < background.height; y++)
            {
                if (x - startPositionX < watermark.width && y - startPositionY < watermark.height)
                {
                    var bgColor = background.GetPixel(x, y);
                    var wmColor = watermark.GetPixel(x - startPositionX, y - startPositionY);

                    var finalColor = Color.Lerp(bgColor, wmColor, wmColor.a / 1.0f);

                    background.SetPixel(x, y, finalColor);
                }
            }
        }

        background.Apply();
        return background;
    }

答案 5 :(得分:-1)

此代码与两个尺寸不同的图像完美配合

public static Texture2D AddWatermark(Texture2D background, Texture2D watermark, int startX, int startY)
{
    Texture2D newTex = new Texture2D(background.width, background.height, background.format, false);
    for (int x = 0; x < background.width; x++)
    {
        for (int y = 0; y < background.height; y++)
        {
            if (x >= startX && y >= startY && x < watermark.width && y < watermark.height)
            {
                Color bgColor = background.GetPixel(x, y);
                Color wmColor = watermark.GetPixel(x - startX, y - startY);

                Color final_color = Color.Lerp(bgColor, wmColor, wmColor.a / 1.0f);

                newTex.SetPixel(x, y, final_color);
            }
            else
                newTex.SetPixel(x, y, background.GetPixel(x, y));
        }
    }

    newTex.Apply();
    return newTex;
}