示例#1
0
        public static bool Render(JCubemapRendererArgs args)
        {
            GameObject go = new GameObject("~CubemapRendererCamera");

            go.transform.position = args.CameraPosition;

            Camera cam = go.AddComponent <Camera>();

            cam.clearFlags      = args.CameraClearFlag;
            cam.nearClipPlane   = args.CameraNearPlane;
            cam.farClipPlane    = args.CameraFarPlane;
            cam.backgroundColor = args.CameraBackgroundColor;

            bool result = cam.RenderToCubemap(args.Cubemap, (int)args.Face);

            JUtilities.DestroyGameobject(go);

            return(result);
        }
示例#2
0
        private void Export()
        {
            JUtilities.EnsureDirectoryExists(Directory);

            Cubemap cube = new Cubemap(Resolution, TextureFormat.ARGB32, false);
            JCubemapRendererArgs args = new JCubemapRendererArgs()
            {
                CameraPosition        = this.CameraPosition,
                CameraNearPlane       = this.CameraNearPlane,
                CameraFarPlane        = this.CameraFarPlane,
                CameraClearFlag       = this.CameraClearFlag,
                CameraBackgroundColor = this.CameraBackgroundColor,
                Resolution            = this.Resolution,
                Cubemap = cube,
                Face    = (CubemapFace)63
            };

            JCubemapRenderer.Render(args);

            string fileName = Path.Combine(Directory, "Cubemap-" + JCommon.GetUniqueID() + ".cubemap");

            AssetDatabase.CreateAsset(cube, fileName);

            if (ExportFaceTextures)
            {
                ExportFace(cube, CubemapFace.PositiveX);
                ExportFace(cube, CubemapFace.NegativeX);
                ExportFace(cube, CubemapFace.PositiveY);
                ExportFace(cube, CubemapFace.NegativeY);
                ExportFace(cube, CubemapFace.PositiveZ);
                ExportFace(cube, CubemapFace.NegativeZ);
            }

            AssetDatabase.Refresh();
            EditorGUIUtility.PingObject(cube);
            Selection.activeObject = cube;
        }