Exemplo n.º 1
0
        void UpdateNoiseTexture(int frame, float stripLength)
        {
            int fcount = Time.frameCount;

            if (fcount % frame != 0)
            {
                return;
            }

            var color = XPostProcessingUtility.RandomColor();

            for (var y = 0; y < _noiseTexture.height; y++)
            {
                for (var x = 0; x < _noiseTexture.width; x++)
                {
                    if (UnityEngine.Random.value > stripLength)
                    {
                        color = XPostProcessingUtility.RandomColor();
                    }
                    _noiseTexture.SetPixel(x, y, color);
                }
            }

            _noiseTexture.Apply();
        }
        void UpdateNoiseTexture(int frame, int noiseTextureWidth, int noiseTextureHeight, float stripLength)
        {
            int frameCount = Time.frameCount;

            if (frameCount % frame != 0)
            {
                return;
            }

            _noiseTexture            = new Texture2D(noiseTextureWidth, noiseTextureHeight, TextureFormat.ARGB32, false);
            _noiseTexture.wrapMode   = TextureWrapMode.Clamp;
            _noiseTexture.filterMode = FilterMode.Point;

            _trashFrame1           = new RenderTexture(Screen.width, Screen.height, 0);
            _trashFrame2           = new RenderTexture(Screen.width, Screen.height, 0);
            _trashFrame1.hideFlags = HideFlags.DontSave;
            _trashFrame2.hideFlags = HideFlags.DontSave;

            Color32 color = XPostProcessingUtility.RandomColor();

            for (int y = 0; y < _noiseTexture.height; y++)
            {
                for (int x = 0; x < _noiseTexture.width; x++)
                {
                    //随机值若大于给定strip随机阈值,重新随机颜色
                    if (UnityEngine.Random.value > stripLength)
                    {
                        color = XPostProcessingUtility.RandomColor();
                    }
                    //设置贴图像素值
                    _noiseTexture.SetPixel(x, y, color);
                }
            }

            _noiseTexture.Apply();

            var bytes = _noiseTexture.EncodeToPNG();
        }