在Unity中生成Cubemap所需要的六面图

这是转载的。
脚本名:SkyBoxGenerator.js

使用方法:脚本必须放置在项目文件中名为“Editor”的文件夹;该脚本将创建一个名为“Custom/Render Skybox”菜单。当选定会弹出一个对话框,设置一个渲染位置然后点击“Render”,并等待几秒钟,刷新项目窗口,生成的6张图片将出现在名为“Skyboxes”的文件夹。警告,每次运行这个脚本,它会覆盖以前生成的图像。

脚本内容:
class SkyBoxGenerator extends ScriptableWizard
{
var renderFromPosition : Transform;

var skyBoxImage = new Array ("frontImage", "rightImage", "backImage", "leftImage", "upImage", "downImage");

var skyDirection = new Array (Vector3 (0,0,0), Vector3 (0,-90,0), Vector3 (0,180,0), Vector3 (0,90,0), Vector3 (-90,0,0), Vector3 (90,0,0));


function OnWizardUpdate()
{
helpString = "Select transform to render from";
isValid = (renderFromPosition != null);
}

function OnWizardCreate()
{
var go = new GameObject ("SkyboxCamera", Camera);

go.camera.backgroundColor = Color.black;
go.camera.clearFlags = CameraClearFlags.Skybox;
go.camera.fieldOfView = 90; 
go.camera.aspect = 1.0;

go.transform.position = renderFromPosition.position;

if (renderFromPosition.renderer)
{
go.transform.position = renderFromPosition.renderer.bounds.center;
}

go.transform.rotation = Quaternion.identity;

for (var orientation = 0; orientation < skyDirection.length ; orientation++)
{
renderSkyImage(orientation, go);
}

DestroyImmediate (go);
}

@MenuItem("Custom/Render Skybox", false, 4)
static function RenderSkyBox()
{
ScriptableWizard.DisplayWizard ("Render SkyBox", SkyBoxGenerator, "Render!");
}

function renderSkyImage(orientation : int, go : GameObject)
{
go.transform.eulerAngles = skyDirection[orientation];
var screenSize = 1024;
var rt = new RenderTexture (screenSize, screenSize, 24);
go.camera.targetTexture = rt;
var screenShot = new Texture2D (screenSize, screenSize, TextureFormat.RGB24, false);
go.camera.Render();
RenderTexture.active = rt;
screenShot.ReadPixels (Rect (0, 0, screenSize, screenSize), 0, 0);

RenderTexture.active = null;
DestroyImmediate (rt);
var bytes = screenShot.EncodeToPNG();

var directory = "Assets/Skyboxes";
if (!System.IO.Directory.Exists(directory))
System.IO.Directory.CreateDirectory(directory);
System.IO.File.WriteAllBytes (System.IO.Path.Combine(directory, skyBoxImage[orientation] + ".png"), bytes); 
}
}
Unity动态生成Cubemap可以使用RenderTexture和Camera来实现。下面是一个简单的示例代码: ```csharp using UnityEngine; public class GenerateCubemap : MonoBehaviour { public int resolution = 512; public Cubemap cubemap; public Camera camera; private RenderTexture renderTexture; void Start() { // 创建RenderTexture作为Cubemap的渲染目标 renderTexture = new RenderTexture(resolution, resolution, 0, RenderTextureFormat.Default); renderTexture.dimension = UnityEngine.Rendering.TextureDimension.Cube; renderTexture.hideFlags = HideFlags.HideAndDontSave; // 将RenderTexture赋值给Cubemap cubemap = new Cubemap(resolution, TextureFormat.RGB24, false); cubemap.SetPixelData(Color.black, CubemapFace.PositiveX); cubemap.SetPixelData(Color.black, CubemapFace.NegativeX); cubemap.SetPixelData(Color.black, CubemapFace.PositiveY); cubemap.SetPixelData(Color.black, CubemapFace.NegativeY); cubemap.SetPixelData(Color.black, CubemapFace.PositiveZ); cubemap.SetPixelData(Color.black, CubemapFace.NegativeZ); // 将Cubemap设置到Material进行显示 GetComponent<Renderer>().sharedMaterial.SetTexture("_Cube", cubemap); // 将Camera的渲染目标设置为RenderTexture camera.targetTexture = renderTexture; } void Update() { // 渲染到RenderTexture camera.Render(); // 将RenderTexture的像素数据拷贝到Cubemap Graphics.CopyTexture(renderTexture, cubemap); // 更新Cubemap cubemap.Apply(); } } ``` 上述代码将在场景创建一个空物体,并将脚本`GenerateCubemap`附加到该物体上。在Inspector面板,可以设置Cubemap的分辨率和渲染的Camera。 该脚本会在每一帧更新时,将Camera渲染的结果拷贝到RenderTexture,并将RenderTexture的像素数据拷贝到Cubemap,以实现动态生成Cubemap的效果。
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