我使用perlin噪音生成纹理,并且我使它的纹理只有2种颜色(如果值高于限制,则其白色为黑色)。所以问题是边缘纹理的颜色有时不对,我似乎无法找出原因。我在这里添加代码,所以你可以在任何统一项目中轻松查看,我也尝试发送图片:borderproblem
public class TestScript : MonoBehaviour{
public int mapWidth = 256;
public int mapHeight = 256;
public int xCount = 3;
public int yCount = 3;
void Start()
{
//create number of textures
for (int y = 0; y < yCount; y++)
for (int x = 0; x < xCount; x++)
{
CreateTexture(x * mapWidth, y * mapHeight);
}
}
void CreateTexture(int posX, int posY)
{
//Creating gameObject to hold the texture
GameObject gObject = new GameObject(posX + "; " + posY);
gObject.transform.parent = this.transform;
gObject.transform.localPosition = new Vector3(posX, posY);
//adding SpriteRenderer and create and set a texture for it
Texture2D mapTexture = new Texture2D(mapWidth, mapHeight);
SpriteRenderer spriteRenderer = gObject.AddComponent<SpriteRenderer>();
Vector2 mapSize = new Vector2(mapWidth, mapHeight);
spriteRenderer.sprite = Sprite.Create(mapTexture, new Rect(Vector2.zero, mapSize), Vector2.zero, 1f);
//generate texture values
GenerateValues(mapTexture, posX, posY);
}
public void GenerateValues(Texture2D mapTexture, int posX, int posY)
{
//create a color array for the texture pixels
Color32[] baseColors = new Color32[mapWidth * mapHeight];
//iterate through all elements of color array
for (int i = 0, y = 0; y < mapHeight; y++)
for (int x = 0; x < mapWidth; x++, i++)
{
//calculate value
bool currentValue = CalculateMapValue(x + posX, y + posY, 100000, 100000);
//set color based on calculated value
baseColors[y * mapWidth + x] = currentValue ? Color.black : Color.white;
}
// set colors and apply texture
mapTexture.SetPixels32(baseColors);
mapTexture.Apply();
}
bool CalculateMapValue(int x, int y, float offsetX, float offsetY)
{
float xCoord = (float)x / mapWidth * 5f + offsetX;
float yCoord = (float)y / mapHeight * 5f + offsetY;
float sample = Mathf.PerlinNoise(xCoord, yCoord);
return sample <= 0.5f ? true : false;
}
}
编辑: 制作图片64x64所以我可以更好地看到像素,我想我发现了问题(有点)。我稍微改变了颜色:
for (int i = 0, y = 0; y < mapHeight; y++)
for (int x = 0; x < mapWidth; x++, i++)
{
//calculate value
bool currentValue = CalculateMapValue(x + posX, y + posY, 100000, 100000);
currentValue = y > x && x % 2 == 0;
//set color based on calculated value
baseColors[y * mapWidth + x] = currentValue ? Color.black : Color.white;
}
baseColors[mapWidth + 10] = Color.red;
baseColors[0] = Color.red;
现在纹理看起来像这样:
所以我发现底部的像素在顶部可见(左侧和右侧相同),但我不知道为什么会这样,也不知道如何解决这个问题。有什么想法吗?
答案 0 :(得分:1)
我只需要添加:
mapTexture.wrapMode = TextureWrapMode.Clamp;
默认情况下可能设置为TextureWrapMode.Repeat。不确定这只是一种解决方法还是实际的解决方案。