我需要从服务器下载图像,然后将其转换为 Cubemap,最后将此 CubeMap 放入我的 Skybox。

我使用 C#。

我想出了这个代码:

public string url = "image/url.jpg";

void Update() {
    // When trigger, we start the process
    if (Input.GetKeyDown("f")) {

        // start Coroutine to handle the WWW asynchronous process
        StartCoroutine("setImage");
    }
}

IEnumerator setImage () {

    Texture2D tex;
    tex = new Texture2D(2048, 2048, TextureFormat.RGBA32, false);

    WWW www = new WWW(url);
    //Texture myGUITexture = Resources.Load("23") as Texture;

    Debug.Log (www.bytesDownloaded);
    Debug.Log (www.progress);
    Debug.Log (www.texture);

    yield return www;

    // we put the downloaded image into the new texture
    www.LoadImageIntoTexture(tex);

    // new cubemap
    Cubemap c = new Cubemap(2048, TextureFormat.RGBA32, false);
    Color[] CubeMapColors;
    CubeMapColors = tex.GetPixels();
    c.SetPixels(CubeMapColors, CubemapFace.PositiveX);
    // we set the cubemap from the texture pixel by pixel
    c.Apply();

    //NewTexture.isPowerOfTwo = true;

    //Debug.Log (RenderSettings.skybox.GetTexture ("_Tex"));

    // We change the Cubemap of the Skybox
    RenderSettings.skybox.SetTexture("_Tex", c);
}

我评论了所有代码来解释我认为我在做什么。

我制作了这个逐像素创建立方体贴图的“技巧”,因为编辑器的方法(顺便说一句,这非常简单)似乎无法从我可以阅读的其他人的帖子中找到。

最终,结果只是一堆灰色像素。

我真的不知道在我的过程中是什么搞砸了,我看到的唯一“阴影”点是 TextureFormat。

我选择 RGBA32 是因为当我查看我的 Unity 编辑器时,我看到 BC7 格式,该格式记录为 SetTexture 不可能的错误,并且从 doc 中他们解释说它可能在 RGBA32 中解压缩。

当然,控制台中没有剩余的错误。

我真的很惊讶没有简单的方法来做到这一点。我的意思是不一定从 http 获取图像并将其放入天空盒中,而只是更改天空盒的纹理。我错过了什么吗?

最佳答案

我想我为你找到了解决方案。

以下代码基本上是您代码的扩展。

我修复了一些困扰我的东西,但代码基本上是一样的。

using System.Collections;
using UnityEngine;

public class ReplaceCubemap : MonoBehaviour
{
    public string url = "your file name";
    public int CubemapResolution = 256;

    private Texture2D source;

    /// <summary>
    /// These are the faces of a cube
    /// </summary>
    private Vector3[][] faces =
    {
        new Vector3[] {
            new Vector3(1.0f, 1.0f, -1.0f),
            new Vector3(1.0f, 1.0f, 1.0f),
            new Vector3(1.0f, -1.0f, -1.0f),
            new Vector3(1.0f, -1.0f, 1.0f)
        },
        new Vector3[] {
            new Vector3(-1.0f, 1.0f, 1.0f),
            new Vector3(-1.0f, 1.0f, -1.0f),
            new Vector3(-1.0f, -1.0f, 1.0f),
            new Vector3(-1.0f, -1.0f, -1.0f)
        },
        new Vector3[] {
            new Vector3(-1.0f, 1.0f, 1.0f),
            new Vector3(1.0f, 1.0f, 1.0f),
            new Vector3(-1.0f, 1.0f, -1.0f),
            new Vector3(1.0f, 1.0f, -1.0f)
        },
        new Vector3[] {
            new Vector3(-1.0f, -1.0f, -1.0f),
            new Vector3(1.0f, -1.0f, -1.0f),
            new Vector3(-1.0f, -1.0f, 1.0f),
            new Vector3(1.0f, -1.0f, 1.0f)
        },
        new Vector3[] {
            new Vector3(-1.0f, 1.0f, -1.0f),
            new Vector3(1.0f, 1.0f, -1.0f),
            new Vector3(-1.0f, -1.0f, -1.0f),
            new Vector3(1.0f, -1.0f, -1.0f)
        },
        new Vector3[] {
            new Vector3(1.0f, 1.0f, 1.0f),
            new Vector3(-1.0f, 1.0f, 1.0f),
            new Vector3(1.0f, -1.0f, 1.0f),
            new Vector3(-1.0f, -1.0f, 1.0f)
        }
    };

    void Update()
    {
        // When trigger, we start the process
        if (Input.GetKeyDown(KeyCode.F))
        {

            // start Coroutine to handle the WWW asynchronous process
            StartCoroutine(setImage());
        }
    }

    IEnumerator setImage()
    {
        WWW www = new WWW(url);
        //Texture myGUITexture = Resources.Load("23") as Texture;

        Debug.Log(www.bytesDownloaded);
        Debug.Log(www.progress);
        Debug.Log(www.texture);

        yield return www;

        source = new Texture2D(www.texture.width, www.texture.height);
        // we put the downloaded image into the new texture
        www.LoadImageIntoTexture(source);

        // new cubemap
        Cubemap c = new Cubemap(CubemapResolution, TextureFormat.RGBA32, false);

        Color[] CubeMapColors;

        for (int i = 0; i < 6; i++)
        {
            CubeMapColors = CreateCubemapTexture(CubemapResolution, (CubemapFace)i);
            c.SetPixels(CubeMapColors, (CubemapFace)i);
        }
        // we set the cubemap from the texture pixel by pixel
        c.Apply();

        //Destroy all unused textures
        DestroyImmediate(source);
        DestroyImmediate(www.texture);
        Texture2D[] texs = FindObjectsOfType<Texture2D>();
        for (int i = 0; i < texs.Length; i++)
        {
            DestroyImmediate(texs[i]);
        }

        // We change the Cubemap of the Skybox
        RenderSettings.skybox.SetTexture("_Tex", c);
    }

    /// <summary>
    /// Generates a Texture that represents the given face for the cubemap.
    /// </summary>
    /// <param name="resolution">The targetresolution in pixels</param>
    /// <param name="face">The target face</param>
    /// <returns></returns>
    private Color[] CreateCubemapTexture(int resolution, CubemapFace face)
    {
        Texture2D texture = new Texture2D(resolution, resolution, TextureFormat.RGB24, false);

        Vector3 texelX_Step = (faces[(int)face][1] - faces[(int)face][0]) / resolution;
        Vector3 texelY_Step = (faces[(int)face][3] - faces[(int)face][2]) / resolution;

        float texelSize = 1.0f / resolution;
        float texelIndex = 0.0f;

        //Create textured face
        Color[] cols = new Color[resolution];
        for (int y = 0; y < resolution; y++)
        {
            Vector3 texelX = faces[(int)face][0];
            Vector3 texelY = faces[(int)face][2];
            for (int x = 0; x < resolution; x++)
            {
                cols[x] = Project(Vector3.Lerp(texelX, texelY, texelIndex).normalized);
                texelX += texelX_Step;
                texelY += texelY_Step;
            }
            texture.SetPixels(0, y, resolution, 1, cols);
            texelIndex += texelSize;
        }
        texture.wrapMode = TextureWrapMode.Clamp;
        texture.Apply();

        Color[] colors = texture.GetPixels();
        DestroyImmediate(texture);

        return colors;
    }

    /// <summary>
    /// Projects a directional vector to the texture using spherical mapping
    /// </summary>
    /// <param name="direction">The direction in which you view</param>
    /// <returns></returns>
    private Color Project(Vector3 direction)
    {
        float theta = Mathf.Atan2(direction.z, direction.x) + Mathf.PI / 180.0f;
        float phi = Mathf.Acos(direction.y);

        int texelX = (int)(((theta / Mathf.PI) * 0.5f + 0.5f) * source.width);
        if (texelX < 0) texelX = 0;
        if (texelX >= source.width) texelX = source.width - 1;
        int texelY = (int)((phi / Mathf.PI) * source.height);
        if (texelY < 0) texelY = 0;
        if (texelY >= source.height) texelY = source.height - 1;

        return source.GetPixel(texelX, source.height - texelY - 1);
    }
}

代码的主要作用是:
  • www
  • 获取全景纹理
  • 对于每个面,计算纹理
  • 将生成的纹理分配给立方体贴图
  • 收集垃圾
  • 将立方体贴图分配给着色器
  • 关于c# - 从远程图像编辑立方体贴图天空盒,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/45032579/

    10-10 16:29