方法一 :
Texture2D ScaleTexture(Texture2D source, float targetWidth, float targetHeight)
{
Texture2D result = new Texture2D((int)targetWidth, (int)targetHeight, source.format, false);
float incX = (1.0f / targetWidth);
float incY = (1.0f / targetHeight);
for (int i = 0; i < result.height; ++i)
{
for (int j = 0; j < result.width; ++j)
{
Color newColor = source.GetPixelBilinear((float)j / (float)result.width, (float)i / (float)result.height);
result.SetPixel(j, i, newColor);
}
}
result.Apply();
return result;
}
方法二 ( GPU )
原始圖像大小除以 divideSize = 新圖像大小,如果 divideSize = 2,那麼新圖像將會縮小為原來的四分之一 ( 長寬各除以 2 )
C # :
RenderTexture Resize(ComputeShader shader, int divideSize) {
RenderTexture t = new RenderTexture(inputTexture.width/ divideSize, inputTexture.height / divideSize, 24, RenderTextureFormat.ARGBFloat);
t.enableRandomWrite = true;
t.Create();
int k = shader.FindKernel("Resize");
shader.SetInt("divideSize", divideSize);
shader.SetTexture(k, "inputTexture", inputTexture);
shader.SetTexture(k, "outputTexture", t);
shader.Dispatch(k, inputTexture.width / 8, inputTexture.height / 8, 1);
return t;
}
Compute Shader :
#pragma kernel Resize
int divideSize; // 原始圖像大小除以這個值
Texture2D inputTexture;
RWTexture2D <float4> outputTexture;
[numthreads(8, 8, 1)]
void Resize(uint3 id : SV_DispatchThreadID)
{
outputTexture[id.xy / divideSize] = inputTexture[id.xy];
}