csharp Unity向导,用于从源图像生成调色板
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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class PaletteWizard : ScriptableWizard
{
public Texture2D sourceImage;
[Range(1, 5)]
public int count = 4;
public List<Color> palette;
Texture2D _sourceImage;
float totalWorkToComplete, totalWork;
[MenuItem("Assets/Create/Palette Wizard")]
static void CreateWizard()
{
ScriptableWizard.DisplayWizard<PaletteWizard>("Create Palette Textures", "Save Textures", "Refresh");
}
void OnEnable()
{
palette = new List<Color>();
}
void OnWizardCreate()
{
if (palette.Count == 0)
Refresh();
var tex = new Texture2D(16, 16, TextureFormat.ARGB32, false);
var pixels = tex.GetPixels();
foreach (var c in palette)
{
for (var i = 0; i < pixels.Length; i++)
pixels[i] = c;
tex.SetPixels(pixels);
var name = $"Assets/{((int)(c.r * 255)).ToString("X2")}{((int)(c.g * 255)).ToString("X2")}{((int)(c.b * 255)).ToString("X2")}.png";
var filename = AssetDatabase.GenerateUniqueAssetPath(name);
System.IO.File.WriteAllBytes(filename, tex.EncodeToPNG());
}
AssetDatabase.Refresh();
}
void OnWizardOtherButton()
{
Refresh();
}
void Refresh()
{
if (sourceImage == null) return;
Color[] pixels;
try
{
pixels = sourceImage.GetPixels();
errorString = "";
}
catch (UnityException)
{
errorString = "Texture must be read/write enabled.";
return;
}
try
{
var cuts = new Queue<Color[]>();
cuts.Enqueue(pixels);
var loops = (int)Mathf.Pow(2, count);
totalWork = 0;
totalWorkToComplete = (loops * 4) + 1;
IncrementProgress();
while (cuts.Count < loops)
{
var p = cuts.Dequeue();
Color[] top, bottom;
ExtractColors(p, out top, out bottom);
cuts.Enqueue(top);
cuts.Enqueue(bottom);
}
palette.Clear();
while (cuts.Count > 0)
{
var cut = cuts.Dequeue();
var color = (Vector4)Color.black;
foreach (var i in cut)
color += (Vector4)i;
color /= cut.Length;
color.w = 1;
palette.Add(color);
}
}
finally
{
EditorUtility.ClearProgressBar();
}
}
void OnWizardUpdate()
{
helpString = sourceImage == null ? "Select an image to generate a palette from." : "";
isValid = sourceImage != null;
if (sourceImage != null && sourceImage != _sourceImage)
Refresh();
_sourceImage = sourceImage;
}
void IncrementProgress()
{
totalWork += 1;
EditorUtility.DisplayProgressBar("Palette Wizard", "Calculating colors from image...", totalWork / totalWorkToComplete);
}
void ExtractColors(Color[] pixels, out Color[] top, out Color[] bottom)
{
var min = Color.white;
var max = Color.black;
foreach (var i in pixels)
{
min.r = Mathf.Min(min.r, i.r);
min.g = Mathf.Min(min.g, i.g);
min.b = Mathf.Min(min.b, i.b);
max.r = Mathf.Min(max.r, i.r);
max.g = Mathf.Min(max.g, i.g);
max.b = Mathf.Min(max.b, i.b);
}
IncrementProgress();
var range = max - min;
var channel = 2;
if (range.r >= range.g && range.r >= range.b)
channel = 0;
else if (range.g >= range.b)
channel = 1;
var keys = new float[pixels.Length];
for (var i = 0; i < pixels.Length; i++)
keys[i] = pixels[i][channel];
IncrementProgress();
System.Array.Sort(keys, pixels);
IncrementProgress();
var size = pixels.Length / 2;
top = new Color[size];
bottom = new Color[size];
System.Array.Copy(pixels, 0, top, 0, size);
System.Array.Copy(pixels, size, bottom, 0, size);
IncrementProgress();
}
}
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