public static Texture2DArray GenerateTextureArray(Texture2D[] textures, int size, TextureFormat format)
        {
            Texture2DArray textureArray = new Texture2DArray(size, size, textures.Length, format, true);

            for (int i = 0; i < textures.Length; i++)
            {
                textureArray.SetPixels(textures[i].GetPixels(), i);
            }
            textureArray.Apply();
            return(textureArray);
        }
Exemple #2
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    // Generate texture array data type from array of 2D textures
    Texture2DArray GenerateTextureArray(Texture2D[] textures)
    {
        Texture2DArray textureArray = new Texture2DArray(TEXTURE_SIZE, TEXTURE_SIZE, textures.Length, TEXTURE_FORMAT, true);

        for (int i = 0; i < textures.Length; i++)
        {
            textureArray.SetPixels(textures[i].GetPixels(), i);
        }
        textureArray.Apply();
        return(textureArray);
    }
    private void OnWizardCreate()
    {
        Texture2DArray arr = new Texture2DArray(textures[0].width, textures[0].height, textures.Length, textures[0].format, false, true);

        for (int i = 0; i < textures.Length; ++i)
        {
            arr.SetPixels(textures[i].GetPixels(), i);
        }
        arr.Apply();
        AssetDatabase.CreateAsset(arr, path + fileName + ".asset");
    }
Exemple #4
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    Texture2DArray GenerateTextureArray(Texture2D[] textures)
    {
        Texture2DArray textureArray = new Texture2DArray(textureSize, textureSize, textures.Length, textureFormat, true);

        for (int i = 0; i < textures.Length; i++)
        {
            textureArray.SetPixels(textures[i].GetPixels(), i);
        }
        textureArray.Apply();
        return(textureArray);
    }
        /// Applying texture changes is slow - so keep it separate and only do it by request.
        public void ApplyTextures()
        {
            Texture2DArray array = new Texture2DArray(TEXTURE_SIZE, TEXTURE_SIZE, data.Length, TEXTURE_FORMAT, true);

            for (int i = 0; i < data.Length; i++)
            {
                array.SetPixels(data[i].texture.GetPixels(), i);
            }
            array.Apply();

            TerrainMat.SetTexture("_DataTextures", array);
        }
    public static Texture2DArray UpdateTextureArray(Texture2DArray srcArray, List <Texture2D> texture2DList)
    {
        for (int i = 0; i < texture2DList.Count; ++i)
        {
            Texture2D texture = texture2DList[i];
            srcArray.SetPixels(texture.GetPixels(), i);
        }

        srcArray.Apply();

        return(srcArray);
    }
    private void OnWizardCreate()
    {
        ComputeShader shader = Resources.Load <ComputeShader>("ReadRTData");

        foreach (var i in allSettings)
        {
            int           res    = (int)i.targetResolution;
            ComputeBuffer buffer = new ComputeBuffer(res * res * i.allTextures.Length, sizeof(float4));
            int           pass   = i.textureType == TextureType.Normal ? 2 : 1;
            shader.SetBuffer(pass, "_TextureDatas", buffer);
            shader.SetInt("_Width", res);
            shader.SetInt("_Height", res);
            int offst = 0;
            foreach (var tx in i.allTextures)
            {
                shader.SetTexture(pass, "_TargetTexture", tx);
                shader.SetInt("_Offset", offst);
                offst++;
                shader.Dispatch(pass, res / 8, res / 8, 1);
            }

            Texture2DArray tex;
            switch (i.textureType)
            {
            case TextureType.Color:
                tex = new Texture2DArray(res, res, i.allTextures.Length, TextureFormat.ARGB32, false, true);
                break;

            case TextureType.HDR:
                tex = new Texture2DArray(res, res, i.allTextures.Length, TextureFormat.RGBAHalf, false, true);
                break;

            default:
                tex = new Texture2DArray(res, res, i.allTextures.Length, TextureFormat.RGHalf, false, true);
                break;
            }

            Color[] allCols = new Color[res * res];
            for (int a = 0; a < i.allTextures.Length; ++a)
            {
                buffer.GetData(allCols, 0, allCols.Length * a, allCols.Length);
                tex.SetPixels(allCols, a);
            }

            buffer.Dispose();

            if (path[path.Length - 1] != '/' && path[path.Length - 1] != '\\')
            {
                path += '/';
            }
            AssetDatabase.CreateAsset(tex, path + i.fileName + ".asset");
        }
    }
Exemple #8
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    Texture2DArray CreateTextureArrayFromLayers()
    {
        Texture2DArray textureArray = new Texture2DArray(layers[0].texture.width, layers[0].texture.height,
                                                         layers.Length, layers[0].texture.format, true);

        for (int i = 0; i < layers.Length; ++i)
        {
            textureArray.SetPixels(layers[i].texture.GetPixels(), i);
        }
        textureArray.Apply();
        return(textureArray);
    }
 private void CopyToArray(ref Texture2D from, ref Texture2DArray to, int arrayIndex, int mipLevel, bool compressed = true)
 {
     if (compressed)
     {
         Graphics.CopyTexture(from, 0, mipLevel, to, arrayIndex, mipLevel);
     }
     else
     {
         to.SetPixels(from.GetPixels(), arrayIndex, mipLevel);
         to.Apply();
     }
 }
    void PopulateTextureArray()
    {
        terrainTexArray = new Texture2DArray(1024, 1024, terrainTextures.Length, TextureFormat.ARGB32, false);

        for (int i = 0; i < terrainTextures.Length; i++)
        {
            // Set the pixes for each texture using the same index as we're storing them in our array.
            terrainTexArray.SetPixels(terrainTextures[i].GetPixels(0), i, 0);
        }

        terrainTexArray.Apply();
    }
    Texture2DArray GenerateTextureArray(Texture2D[] textures)
    {
        Debug.Assert(textures.All(x => x != null), "one ore more of the layers is missing a texture");
        Texture2DArray textureArray = new Texture2DArray(textureSize, textureSize, textures.Length, textureFormat, true);

        for (int i = 0; i < textures.Length; i++)
        {
            textureArray.SetPixels(textures [i].GetPixels(), i);
        }
        textureArray.Apply();
        return(textureArray);
    }
Exemple #12
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    private void CreateTextureArray()
    {
        ordinaryTextures    = new Texture2D[2];
        ordinaryTextures[0] = Resources.Load("Textures/Blocks/000_Grass") as Texture2D;
        ordinaryTextures[1] = Resources.Load("Textures/Blocks/001_GrassColor2") as Texture2D;
        // var temptex = TextureScaler.scaled(ordinaryTextures[0], ordinaryTextures[0].width*8, ordinaryTextures[0].height*8, FilterMode.Point);
        // ordinaryTextures[0] = temptex;

        // temptex = TextureScaler.scaled(ordinaryTextures[1], ordinaryTextures[1].width*8, ordinaryTextures[1].height*8, FilterMode.Point);
        // ordinaryTextures[1] = temptex;

        // for (int i = 0; i < ordinaryTextures.Length; i++)
        // {
        //     Texture2D item = ordinaryTextures[i];
        //     item = TextureScaler.scaled(item, 4, 4, FilterMode.Point);
        // }
        // Create Texture2DArray
        Texture2DArray texture2DArray = new Texture2DArray(ordinaryTextures[0].width / 3,
                                                           ordinaryTextures[0].height, ordinaryTextures.Length * 3,
                                                           TextureFormat.RGB24, false, false);    // Apply settings
        var tWidth  = ordinaryTextures[0].width / 3;
        var tHeight = ordinaryTextures[0].height;

        texture2DArray.filterMode = FilterMode.Point;
        texture2DArray.wrapMode   = TextureWrapMode.Repeat;
        //texture2DArray.mipMapBias = -1.0f;
        // Loop through ordinary textures and copy pixels to the
        // Texture2DArray
        for (int i = 0; i < ordinaryTextures.Length * 3; i += 3)
        {
            texture2DArray.SetPixels(ordinaryTextures[i / 3].GetPixels(0, 0, tWidth, tHeight, 0), i, 0);
            texture2DArray.SetPixels(ordinaryTextures[i / 3].GetPixels(tWidth, 0, tWidth, tHeight, 0), i + 1, 0);
            texture2DArray.SetPixels(ordinaryTextures[i / 3].GetPixels(tWidth * 2, 0, tWidth, tHeight, 0), i + 2, 0);
        }
        // Apply our changes
        texture2DArray.Apply();
        // Set the texture to a material
        objectToAddTextureTo.GetComponent <Renderer>()
        .sharedMaterial.SetTexture("_Block2DArray", texture2DArray);
    }
Exemple #13
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        static void GifImport()
        {
            string           path         = AssetDatabase.GetAssetPath(Selection.activeObject);
            List <Texture2D> array        = GetGifFrames(path);
            Texture2DArray   arrayTexture = new Texture2DArray(array.First().width, array.First().height, array.Count, TextureFormat.RGBA32, true, false);

            for (int i = 0; i < array.Count; i++)
            {
                arrayTexture.SetPixels(array[i].GetPixels(0), i, 0);
            }
            arrayTexture.Apply();
            AssetDatabase.CreateAsset(arrayTexture, path.Replace(".gif", ".asset"));
        }
Exemple #14
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            // Load LUT with one scalar in alpha of a tex2D
            void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LUTScalar)
            {
                const int count = k_LtcLUTResolution * k_LtcLUTResolution;

                Color[] pixels = new Color[count];

                for (int i = 0; i < count; i++)
                {
                    pixels[i] = new Color(0, 0, 0, LUTScalar[i]);
                }

                tex.SetPixels(pixels, arrayElement);
            }
Exemple #15
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    private Texture2DArray ConvertToTextureArray(Texture2D[] textures)
    {
        Texture2DArray texture2DArray = new Texture2DArray(textureResolution, textureResolution, textures.Length, textureFormat, true);

        for (int index = 0; index < textures.Length; index++)
        {
            texture2DArray.SetPixels(textures[index].GetPixels(), index);
        }

        texture2DArray.Apply();

        return(texture2DArray);
    }
    public void GenTextureArray()
    {
        int sourceWidth  = SourceTextures[0].width;
        int sourceHeight = SourceTextures[0].height;

        textureArray = new Texture2DArray(sourceWidth, sourceHeight, SourceTextures.Length, TextureFormat.ARGB32, true);

        for (int i = 0; i < SourceTextures.Length; i++)
        {
            textureArray.SetPixels(SourceTextures[i].GetPixels(), i);
        }
        textureArray.Apply();
    }
        private void AddNewPoints()
        {
            for (int i = 0; i < POINT_BATCH; i++)
            {
                if (_points.Count == 0)
                {
                    break;
                }

                if (_points.TryTake(out Vector3 p))
                {
                    if (_index <= _positionMapArray.width - 1)
                    {
                        _colorarray[_depth][_index] = new Color(p.x, p.y, p.z);
                        _index++;
                    }
                    else
                    {
                        _positionMapArray.SetPixels(_colorarray[_depth], _depth);

                        if (_depth > _positionMapArray.depth)
                        {
                            Debug.LogError("maximum depth reached: try increasing point skip");
                            break;
                        }

                        _depth++;
                        _index = 0;
                        _colorarray.Add(new Color[_positionMapArray.width]);
                    }
                }
            }

            _positionMapArray.SetPixels(_colorarray[_depth], _depth);
            _positionMapArray.Apply(false, false);

            //Force effect update since UpdateBinding doesn't seem to be called if depth is 0
            UpdateBinding(_effect);
        }
    public void CreateTextureArray()
    {
        Texture2DArray array = new Texture2DArray(AlbedoTextures[0].width, AlbedoTextures[0].height, AlbedoTextures.Length, AlbedoTextures[0].format, false);


        for (int i = 0; i < AlbedoTextures.Length; i++)
        {
            array.SetPixels(AlbedoTextures[i].GetPixels(), i);
        }

        array.Apply();
        AssetDatabase.CreateAsset(array, AlbedoTextureURL);
    }
Exemple #19
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    /// <summary>
    /// 创建Texture2DArray
    /// </summary>
    /// <param name="textureList"></param>
    /// <param name="pixelWidth"></param>
    /// <param name="pixelHeight"></param>
    /// <returns></returns>
    public static Texture2DArray CreateTextureArray(List <Texture2D> textureList, int pixelWidth, int pixelHeight)
    {
        Texture2DArray textureArr = new Texture2DArray(pixelWidth, pixelHeight, textureList.Count, TextureFormat.RGB24, false);

        for (int i = 0; i < textureList.Count; ++i)
        {
            Texture2D texture = textureList[i];
            textureArr.SetPixels(texture.GetPixels(), i);
        }

        textureArr.Apply();

        return(textureArr);
    }
Exemple #20
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        public static Texture GenerateDummyTextureArray(IntVector2 textureSize, int textureArrayDepth, TextureFormat textureArrayFormat)
        {
            var ceilHeightTexture = new Texture2DArray(textureSize.X, textureSize.Y,
                                                       textureArrayDepth, textureArrayFormat, false, true);

            for (int layer = 0; layer < textureArrayDepth; layer++)
            {
                ceilHeightTexture.SetPixels(Enumerable
                                            .Range(0, textureSize.X * textureSize.Y)
                                            .Select(c => new Color(layer / (float)(textureArrayDepth - 1), 0, 0, 0)).ToArray(), layer);
            }
            ceilHeightTexture.Apply();
            return(ceilHeightTexture);
        }
Exemple #21
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    static void CreateTexture2DArrayFromSpriteSheet()
    {
        Texture2D[] tileTextures = GameObject.Find("Texture2DArrayCreator").GetComponent <Texture2DArrayCreator>().tiles;

        Texture2DArray array = new Texture2DArray(tileTextures[0].width, tileTextures[0].height, tileTextures.Length, tileTextures[0].format, false);

        for (int i = 0; i < tileTextures.Length; i++)
        {
            array.SetPixels(tileTextures[i].GetPixels(), i);
        }

        array.Apply();
        AssetDatabase.CreateAsset(array, "Assets/ASCII/Image Effect/Tile Texture2DArray.asset");
    }
    /// <summary>
    /// Generates a Texture2DArray from a Texture2D[].
    /// </summary>
    /// <param name="textures">The array of textures that is being turned into a texture array.</param>
    /// <returns>A texture array from the array of textures.</returns>
    private Texture2DArray GenerateTextureArray(Texture2D[] textures)
    {
        // creates a new texture array based on the texture settings
        Texture2DArray textureArray = new Texture2DArray(m_textureSize, m_textureSize, textures.Length, m_textureFormat, true);

        // the texture array gets the pixels from each texture
        for (int i = 0; i < textures.Length; i++)
        {
            textureArray.SetPixels(textures[i].GetPixels(), i);
        }

        textureArray.Apply();
        return(textureArray);
    }
Exemple #23
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    private static void CreateTexture3D()
    {
        List <Texture2D> textures = new List <Texture2D>();

        foreach (Object o in Selection.objects)
        {
            if (o.GetType() == typeof(Texture2D))
            {
                textures.Add((Texture2D)o);
            }
        }

        textures = textures.OrderBy(a => a.name).ToList();

        int xSize = textures[0].width;
        int ySize = textures[0].height;
        int zSize = textures.Count;

        uint zPow2 = (uint)zSize;

        zPow2--;
        zPow2 |= zPow2 >> 1;
        zPow2 |= zPow2 >> 2;
        zPow2 |= zPow2 >> 4;
        zPow2 |= zPow2 >> 8;
        zPow2 |= zPow2 >> 16;
        zPow2++;

        Color[] colorArray = new Color[xSize * ySize];


        Texture2DArray texture = new Texture2DArray(xSize, ySize, (int)zPow2, TextureFormat.RGBA32, true);

        for (int z = 0; z < zSize; z++)
        {
            for (int x = 0; x < xSize; x++)
            {
                for (int y = 0; y < ySize; y++)
                {
                    colorArray[x + (y * xSize)] = textures[z].GetPixel(x, y);
                }
            }
            texture.SetPixels(colorArray, z);
        }


        texture.Apply();
        AssetDatabase.CreateAsset(texture, AssetDatabase.GetAssetPath(Selection.activeObject) + "3dTexture.asset");
    }
Exemple #24
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    public void createTextureArray()
    {
        textureArray = new Texture2DArray(texturesToLoad[0].width, texturesToLoad[0].height, texturesToLoad.Length, texArrayFormat, true);

        for (int i = 0; i < texturesToLoad.Length; i++)
        {
            textureArray.SetPixels(texturesToLoad[i].GetPixels(0), i, 0);
        }

        textureArray.Apply();

        //Graphics.CopyTexture(texturesToLoad[0], textureArray);

        AssetDatabase.CreateAsset(textureArray, directory + "/" + filename + ".asset");
    }
    void Start()
    {
        Texture2DArray texture2DArray = new Texture2DArray(_textures[0].width, _textures[0].height, _textures.Length, TextureFormat.RGBA32, false, false);

        texture2DArray.filterMode = FilterMode.Bilinear;
        texture2DArray.wrapMode   = TextureWrapMode.Repeat;

        for (int i = 0; i < _textures.Length; i++)
        {
            texture2DArray.SetPixels(_textures[i].GetPixels(0), i, 0);
        }

        texture2DArray.Apply();
        gameObject.GetComponent <Renderer>().sharedMaterial.SetTexture("_Textures", texture2DArray);
    }
Exemple #26
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    public static Texture2DArray GenerateTextureArray(int textureSize, Texture2D[] textures)
    {
        Texture2DArray textureArray = new Texture2DArray(textureSize, textureSize, textures.Length, TextureFormat.RGB565, true);

        for (int i = 0; i < textures.Length; i++)
        {
            if (textures[i])
            {
                textureArray.SetPixels(textures[i].GetPixels(), i);
            }
        }

        textureArray.Apply();
        return(textureArray);
    }
        // Special-case function for 'm_LtcMultiGGXFresnelDisneyDiffuse'.
        void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LtcGGXMagnitudeData, float[] LtcGGXFresnelData, float[] LtcDisneyDiffuseMagnitudeData)
        {
            const int count = k_LtcLUTResolution * k_LtcLUTResolution;

            Color[] pixels = new Color[count];

            for (int i = 0; i < count; i++)
            {
                // We store the result of the subtraction as a run-time optimization.
                // See the footnote 2 of "LTC Fresnel Approximation" by Stephen Hill.
                pixels[i] = new Color(LtcGGXMagnitudeData[i] - LtcGGXFresnelData[i], LtcGGXFresnelData[i], LtcDisneyDiffuseMagnitudeData[i], 1);
            }

            tex.SetPixels(pixels, arrayElement);
        }
    // Use this for initialization
    void Start()
    {
        Texture2DArray textureArray = new Texture2DArray(textureWidth, textureHeight, textures.Length, TextureFormat.RGBA32, false);

        for (int i = 0; i < textures.Length; i++)
        {
            //Graphics.CopyTexture(textures[i], 0, 0, textureArray, i, 0);
            textureArray.SetPixels(textures[i].GetPixels(0), i, 0);
        }
        //terrainMaterial.SetTexture("_Textures", textureArray);

        Terrain terrain = gameObject.GetComponent <Terrain>();

        terrain.materialTemplate.SetTexture("_Textures", textureArray);
    }
    void CreateTexture2DAsset()
    {
        //Texture2DArray array = new Texture2DArray(textures[0].width, textures[0].height, textures.Length, GraphicsFormatUtility.GetGraphicsFormat(TextureFormat.ARGB32, false), TextureCreationFlags.None);
        Texture2DArray array = new Texture2DArray(textures[0].width, textures[0].height, textures.Length, texFormat, mipmaps);

        Debug.Log(array);
        Debug.Log(array.format);
        for (int i = 0; i < textures.Length; i++)
        {
            array.SetPixels(textures[i].GetPixels(), i);
        }

        array.Apply();
        AssetDatabase.CreateAsset(array, "Assets/TextureArray.asset");
    }
    void Create()
    {
#if UNITY_EDITOR
        Texture2DArray textureArray = new Texture2DArray(resolution, resolution, textureList.Length, TextureFormat.RGB24, false);
        for (int i = 0; i < textureList.Length; i++)
        {
            Texture2D tex = (Texture2D)textureList[i];
            textureArray.SetPixels(tex.GetPixels(0), i, 0);
        }
        textureArray.Apply();

        AssetDatabase.CreateAsset(textureArray, savePath);
        Debug.Log("Saved asset to " + savePath);
#endif
    }