Texture2D GenSDF(List <Texture2D> TexList) { SDFGenerator sdfMaker = new SDFGenerator(); List <Texture2D> SDFTextures = new List <Texture2D>(); for (int i = 0; i < TexList.Count; i++) { Console.WriteLine("SDF进度:" + ((float)(i) / (float)(TexList.Count)).ToString()); Texture2D sdf = sdfMaker.GenerateSDF8ssedt(TexList[i]); SDFTextures.Add(sdf); } List <Texture2D> BlurTexs = new List <Texture2D>(); for (int i = 0; i < SDFTextures.Count - 1; i++) { Console.WriteLine("SDF Blend进度:" + ((float)(i) / (float)(TexList.Count)).ToString()); Texture2D blurTex = SDFBlend(SDFTextures[i], SDFTextures[i + 1], 400); BlurTexs.Add(blurTex); } Texture2D averageTexture = AverageTexture(BlurTexs); return(averageTexture); }
Texture2D GenSDFSingle(Texture2D Tex) { SDFGenerator sdfMaker = new SDFGenerator(); Texture2D sdf = sdfMaker.GenerateSDF8ssedt(Tex); return(sdf); }