Unity的Texture2D的ReadPixels

using UnityEngine;
using UnityEngine.UI;

[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class TextureExample : MonoBehaviour
{
    private MeshRenderer m_MeshRenderer;
    private MeshFilter m_MeshFilter;
    private Mesh m_Mesh;
    void Start()
    {
        m_MeshFilter = GetComponent<MeshFilter>();
        m_MeshRenderer = GetComponent<MeshRenderer>();
        Color color = Color.red;
        m_Mesh = new Mesh();
        using (VertexHelper vertex = new VertexHelper())
        {
            vertex.AddVert(new Vector3(0, 0), color, new Vector2(0, 0));
            vertex.AddVert(new Vector3(0, 100), color, new Vector2(0, 1));
            vertex.AddVert(new Vector3(100, 100), color, new Vector2(1, 1));
            vertex.AddVert(new Vector3(100, 0), color, new Vector2(1, 0));

            vertex.AddTriangle(0, 1, 2);
            vertex.AddTriangle(2, 3, 0);
            vertex.FillMesh(m_Mesh);
        }
        m_Mesh.name = "Quad";
        m_MeshFilter.mesh = m_Mesh;

        Material material = new Material(Shader.Find("Transparent/Diffuse"));
        Texture2D texture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
        // 从屏幕读取像素保存到纹理数据中。
        texture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0, false);
        texture.Apply();
        material.name = "Quad_Material";
        material.mainTexture = texture;
        m_MeshRenderer.material = material;
    }

}

 

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