1.可以用于纹理的处理,也可用于模型显示的处理(比如某件准备或者服饰未获取的时候,灰化显示)
线上对比图:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TextureGrey : MonoBehaviour
{
[SerializeField]
UITexture tex = null;
Texture2D tex2D = null;
Vector3 grey = new Vector3(0.299f, 0.587f, 0.114f); //灰化Shader中的灰度值,具体含义目前不是太清楚
void Start()
{
tex2D = tex.mainTexture as Texture2D;
}
void Update()
{
if (Input.GetKeyUp(KeyCode.A))
{
//灰化
Vector3 tempV3 = Vector3.zero;
if (null != tex2D)
{
Color[] cols = tex2D.GetPixels();
for (int i = 0, iMax = cols.Length; i < iMax; ++i)
{
tempV3.Set(cols[i].r, cols[i].g, cols[i].b);
float dot = Vector3.Dot(tempV3, grey);
cols[i] = new Color(dot, dot, dot, cols[i].a);
}
tex2D = new Texture2D(tex2D.width, tex2D.height, TextureFormat.ARGB32, false);
tex2D.SetPixels(cols);
tex2D.Apply(false); //实际上传改变后的像素数据到显卡上
tex.mainTexture = tex2D as Texture;
}
}
}
}