1.首先随便扔进去一个字体,最简单的比如扔进去一个arial。
设置好Font Size,比如24。Character里一般来说不需要Unicode,除非你要把中文做成花。我选ASCII default set。如果只要大写或者小写,自己选。
2.建一个目录,取名叫Editor。然后创建一个Javascript,按回车(Mac)或者F2(Win)改名成SaveFontTexture,不用加.js。然后双击,贴进去下面代码:
import System.IO;
@MenuItem ("Assets/Save Font Texture")
static function SaveFontTexture () {
var tex = Selection.activeObject as Texture2D;
if (tex == null) {
EditorUtility.DisplayDialog("No texture selected", "lease select a texture", "Cancel");
return;
}
if (tex.format != TextureFormat.Alpha8) {
EditorUtility.DisplayDialog("Wrong format", "Texture must be in uncompressed Alpha8 format", "Cancel");
return;
}//Unity3D教程手册:www.unitymanual.com
// Convert Alpha8 texture to ARGB32 texture so it can be saved as a PNG
var texPixels = tex.GetPixels();
var tex2 = new Texture2D(tex.width, tex.height, TextureFormat.ARGB32, false);
tex2.SetPixels(texPixels);
// Save texture
var texBytes = tex2.EncodeToPNG();
var fileName = EditorUtility.SaveFilePanel("Save font texture", "", "font Texture", "png");
if (fileName.Length > 0) {
var f : FileStream = new FileStream(fileName, FileMode.OpenOrCreate, FileAccess.Write);
var b : BinaryWriter = new BinaryWriter(f);
for (var i = 0; i < texBytes.Length; i++) b.Write(texBytes);
b.Close();
}
DestroyImmediate(tex2);
}
保存,关掉编辑器。另外如果你用iPhone版,用这个脚本:
import System.IO;
@MenuItem ("Assets/Save Font Texture")
static function SaveFontTexture () {
var tex = Selection.activeObject as Texture2D;
if (tex == null) {
EditorUtility.DisplayDialog("No texture selected", "Please select a texture", "Cancel");
return;
}
if (tex.format != TextureFormat.Alpha8) {
EditorUtility.DisplayDialog("Wrong format", "Texture must be in uncompressed Alpha8 format", "Cancel");
return;
}
// Convert Alpha8 texture to ARGB32 texture so it can be saved as a PNG
var texPixels = tex.GetPixels();
var tex2 = new Texture2D(tex.width, tex.height, TextureFormat.ARGB32, false);
tex2.SetPixels(texPixels);
// Save texture
var texBytes = tex2.EncodeToPNG();
var fileName = EditorUtility.SaveFilePanel("Save font texture", "", "font Texture", "png");
if (fileName.Length > 0) {
var f : FileStream = new FileStream(fileName, FileMode.OpenOrCreate, FileAccess.Write);
var b : BinaryWriter = new BinaryWriter(f);
for (var i = 0; i < texBytes.Length; i++) b.Write(texBytes[i]);
b.Close();
}
DestroyImmediate(tex2);
}
3.这个时候,Unity的Assests菜单里多了一个选项,Save Font Texture。在Project Panel里找到刚才拽进去的字体,比如Arial,找到里面的font Texture,选中,然后在菜单里点“Save Font Texture”,会打开一个保存对话框,把这个图保存到你的项目的Assests目录里的随便哪个地方。
4.拿Photoshop打开刚才保存的这张图,如果你没改名应该就叫font Texture.png,你会看到一个字体材质图。这时候你就可以编辑这个图了。Photoshop不熟的人可能会发现这个图看不清,再它下面加个层填成黑色就容易编辑了。也可以在设置里面改透明背景网格的颜色。
5.改完之后按cmd+s或者ctrl+s,直接保存。切回Unity。建立一个Shader,随便取个名,把下面的内容贴进去。
Shader "GUI/Textured Text Shader"
{
Properties {
_MainTex ("Font Texture", 2D) = "white" {}
_Color ("Text Color", Color) = (1,1,1,1)
}
SubShader {
Lighting Off
cull off
ztest always
Zwrite off
Fog { Mode Off }
Tags {"Queue" = "Transparent" }
Pass { //Unity3D教程手册:www.unitymanual.com
Blend SrcAlpha OneMinusSrcAlpha
SetTexture [_MainTex] {
constantColor [_Color]
Combine texture * constant, texture * constant
}
}
}
6 新建一个Material,随便取个名,比如我取名叫Font Mat。在Shader里选GUI->Textured Text Shader。这个shader是你刚才建的那个shader。 FontTexture选你改过的那个字体的图。Text Color不用管,白色就行。
7 扔进去一个GUI Text (菜单的GameObject->Create Other->GUI Text,Font选你扔进去的字体,比如arial,Material选刚才建的材质,比如我的就是Font Mat。