コード例 #1
0
        ConvertUnityTextureToTextureDescription(string textureName, UnityEngine.Texture unityTexture)
        {
            var result = new Model.AnimatedExportObjectModelDescription.MaterialsDescription.Texture();

            result.name   = textureName;
            result.width  = unityTexture.width;
            result.height = unityTexture.height;
            if (unityTexture.GetType() == typeof(Texture2D))
            {
                result.pixels = ((Texture2D)unityTexture).GetPixels(TEXTURE_MIPMAP_LEVEL)
                                .Select(x => new Model.AnimatedExportObjectModelDescription.MaterialsDescription.Color(x.r, x.g, x.b, x.a)).ToList();
            }
            else
            {
                throw new InvalidOperationException("Mesh texture is not Texture2D!");
            }
            return(result);
        }
コード例 #2
0
        public ACCTexture(Texture tex, Material mate, ShaderPropTex texProp, ShaderType type) :this(texProp.key) {
            this.tex = tex;
            this.type = type;
            this.prop = texProp;

            this.editname = tex.name;
            if (tex is Texture2D) {
               texOffset = mate.GetTextureOffset(propName);
               texScale  = mate.GetTextureScale(propName);
            } else {
                LogUtil.DebugF("propName({0}): texture type:{1}", propName, tex.GetType());
            }
            
//            } else {
//                // シェーダ切り替えなどで、元々存在しないテクスチャの場合
//                LogUtil.DebugF("texture not found. propname={0}, material={1}", propName, mate.name);
//                // 空のテクスチャは作成しない
////                this.tex = new Texture2D(2, 2);
////                this.tex.name = string.Empty;
////                // テクスチャを追加セット
////                mate.SetTexture(propName, this.tex);
//            }
        }
コード例 #3
0
 public void setReference(Texture tex, bool mipped, bool fix)
 {
     if(locked) return;
     if( tex && tex.GetType() == typeof(Cubemap) ) {
         input = tex;
         cube = tex as Cubemap;
     } else if( tex && tex.GetType() == typeof(Texture2D) && allowTexture ) {
         input = tex;
         cube = null;
     } else {
         clear();
         return;
     }
     fullPath = "";
     mipmapped = mipped;
     updatePath();
     updateInput(fix);
 }