Class for handling 3D Textures, Use this to create.

Inheritance: Texture
        /// <summary>
        /// Creates a 3D texture.
        /// </summary>
        public static Texture3D CreateTexture3DFromResources(string texturePathFromResources, int slices)
        {
            Texture3D texture3D = null;

              Texture2D texture2D = Resources.Load<Texture2D>(texturePathFromResources);
              if (texture2D != null)
              {
            int height = texture2D.height;
            int width = texture2D.width / slices;

            Color[] pixels2D = texture2D.GetPixels();
            Color[] pixels3D = new Color[pixels2D.Length];

            for (int z = 0; z < slices; ++z)
              for (int y = 0; y < height; ++y)
            for (int x = 0; x < width; ++x)
              pixels3D[x + (y * width) + (z * (width * height))] = pixels2D[x + (z * width) + (((width - y) - 1) * width * height)];

            texture3D = new Texture3D(width, height, slices, TextureFormat.ARGB32, false);
            texture3D.SetPixels(pixels3D);
            texture3D.Apply();
            texture3D.filterMode = FilterMode.Trilinear;
            texture3D.wrapMode = TextureWrapMode.Clamp;
            texture3D.anisoLevel = 1;
              }
              else
            Debug.LogWarning(string.Format("Texture '{0}' not found in 'Resources/Textures' folder.", texturePathFromResources));

              return texture3D;
        }
示例#2
0
		protected void SetIdentityLut()
		{
			int dim = 16;
			Color[] newC = new Color[dim * dim * dim];
			float oneOverDim = 1.0f / (1.0f * dim - 1.0f);

			for (int i = 0; i < dim; i++)
			{
				for (int j = 0; j < dim; j++)
				{
					for (int k = 0; k < dim; k++)
					{
						newC[i + (j * dim) + (k * dim * dim)] = new Color((i * 1.0f) * oneOverDim, (j * 1.0f) * oneOverDim, (k * 1.0f) * oneOverDim, 1.0f);
					}
				}
			}

			if (m_Lut3D)
				DestroyImmediate(m_Lut3D);

			m_Lut3D = new Texture3D(dim, dim, dim, TextureFormat.ARGB32, false);
			m_Lut3D.hideFlags = HideFlags.HideAndDontSave;
			m_Lut3D.SetPixels(newC);
			m_Lut3D.Apply();
			m_BaseTextureName = "";
		}
示例#3
0
 static public int SetPixels(IntPtr l)
 {
     try{
         if (matchType(l, 2, typeof(UnityEngine.Color), typeof(System.Int32)))
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             UnityEngine.Color[]   a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             self.SetPixels(a1, a2);
             return(0);
         }
         else if (matchType(l, 2, typeof(UnityEngine.Color)))
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             UnityEngine.Color[]   a1;
             checkType(l, 2, out a1);
             self.SetPixels(a1);
             return(0);
         }
         LuaDLL.luaL_error(l, "No matched override function to call");
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
示例#4
0
 static public int Apply(IntPtr l)
 {
     try{
         if (matchType(l, 2, typeof(System.Boolean)))
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             System.Boolean        a1;
             checkType(l, 2, out a1);
             self.Apply(a1);
             return(0);
         }
         else if (matchType(l, 2))
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             self.Apply();
             return(0);
         }
         LuaDLL.luaL_error(l, "No matched override function to call");
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static public int GetPixels32(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 1)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             var ret = self.GetPixels32();
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 2)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             System.Int32          a1;
             checkType(l, 2, out a1);
             var ret = self.GetPixels32(a1);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_isReadable(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.isReadable);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
示例#7
0
// fields

// properties
    static void Texture3D_depth(JSVCall vc)
    {
        UnityEngine.Texture3D _this = (UnityEngine.Texture3D)vc.csObj;
        var result = _this.depth;

        JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result));
    }
 static public int SetPixels(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 2)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             UnityEngine.Color[]   a1;
             checkArray(l, 2, out a1);
             self.SetPixels(a1);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 3)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             UnityEngine.Color[]   a1;
             checkArray(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             self.SetPixels(a1, a2);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#9
0
    public void Generate()
    {
        
        tex = new Texture3D(size, size, size, TextureFormat.RGB24, true);


        var cols = new Color[size * size * size];
        //   float mul = 1.0f / (size-1);
        int idx = 0;
        Color c = Color.black;

        for (int z = 0; z < size; ++z)
        {
            for (int y = 0; y < size; ++y)
            {
                for (int x = 0; x < size; ++x, ++idx)
                {
                    c.r = fbm(x, y, z);
                    c.g = c.r;
                    c.b = c.r;

                    cols[idx] = c;
                }

            }

        }

        tex.SetPixels(cols);
        tex.Apply();
        Shader.SetGlobalTexture("_3DTex", tex);
    }
    void Create3DTexture()
    {
        int iTexSizeX = m_pClouds2DTex.width;
        int iTexSizeY = m_pClouds2DTex.height;
        int iTextureDepth = iTexSizeX / m_iLayersSquaredSize;
        int iLayerSize = m_iLayersSquaredSize * m_iLayersSquaredSize;
        m_pClouds3D = new Texture3D(m_iLayersSquaredSize, m_iLayersSquaredSize, iTextureDepth, TextureFormat.ARGB32, true);

        Color[] pTexColor = new Color[iTexSizeX * iTexSizeY];

        for (int x = 0; x < iTexSizeX; x++)
        {
            for (int y = 0; y < iTexSizeY; y++)
            {
                int iLayer = x / m_iLayersSquaredSize;

                int iLayerIndex = (y * m_iLayersSquaredSize) + (x % m_iLayersSquaredSize);
                int iIndex = (iLayer * iLayerSize) + iLayerIndex;

                Color tColor = m_pClouds2DTex.GetPixel(x, y);
                pTexColor[iIndex] = tColor;
            }
        }

        m_pClouds3D.SetPixels(pTexColor);
        m_pClouds3D.Apply(true);

        Shader.SetGlobalTexture("_CloudTex", m_pClouds3D);

        UpdateProperties();
    }
 static public int GetPixelBilinear(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 4)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             System.Single         a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             var ret = self.GetPixelBilinear(a1, a2, a3);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 5)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             System.Single         a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             var ret = self.GetPixelBilinear(a1, a2, a3, a4);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function GetPixelBilinear to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 static public int SetPixels32(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 2)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             UnityEngine.Color32[] a1;
             checkType(l, 2, out a1);
             self.SetPixels32(a1);
             return(0);
         }
         else if (argc == 3)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             UnityEngine.Color32[] a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             self.SetPixels32(a1, a2);
             return(0);
         }
         return(error(l, "No matched override function to call"));
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#13
0
        void CalculateNextPixel()
        {
            if (pixelProgress < totalPixels)
            {
                int temp = pixelProgress;

                int r = temp % colorsteps;
                temp /= colorsteps;

                int g = temp % colorsteps;
                temp /= colorsteps;

                int b = temp % colorsteps;

                CalculatePixel(r, g, b);

                ++pixelProgress;
                progress = (float) pixelProgress / (float) totalPixels;
            }
            else
            {
                colormap = new Texture3D(colorsteps, colorsteps, colorsteps, TextureFormat.Alpha8, false);
                colormap.filterMode = FilterMode.Point;
                colormap.wrapMode = TextureWrapMode.Clamp;
                colormap.SetPixels32(pixelBuffer);
                colormap.Apply();

                doneCallback.Invoke();
            }
        }
示例#14
0
    static void Texture3D_format(JSVCall vc)
    {
        UnityEngine.Texture3D _this = (UnityEngine.Texture3D)vc.csObj;
        var result = _this.format;

        JSApi.setEnum((int)JSApi.SetType.Rval, (int)result);
    }
 static public int Apply(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 1)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             self.Apply();
             return(0);
         }
         else if (argc == 2)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             System.Boolean        a1;
             checkType(l, 2, out a1);
             self.Apply(a1);
             return(0);
         }
         else if (argc == 3)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             System.Boolean        a1;
             checkType(l, 2, out a1);
             System.Boolean a2;
             checkType(l, 3, out a2);
             self.Apply(a1, a2);
             return(0);
         }
         return(error(l, "No matched override function to call"));
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#16
0
 static public int GetPixels(IntPtr l)
 {
     try{
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 2)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             System.Int32          a1;
             checkType(l, 2, out a1);
             UnityEngine.Color[] ret = self.GetPixels(a1);
             pushValue(l, ret);
             return(1);
         }
         else if (argc == 1)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             UnityEngine.Color[]   ret  = self.GetPixels();
             pushValue(l, ret);
             return(1);
         }
         LuaDLL.luaL_error(l, "No matched override function to call");
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
示例#17
0
    public static Texture3D LoadVolumeFromFile(string fileName, TextureFormat format, int elementSize ,int width, int height, int depth)
    {
        BinaryReader br = new BinaryReader(File.Open(fileName, FileMode.Open, FileAccess.Read));
        Texture3D noiseTex = new Texture3D(width, height, depth, TextureFormat.RGBA32, false);
        noiseTex.filterMode = FilterMode.Bilinear;
        noiseTex.wrapMode = TextureWrapMode.Repeat;

        int numElements = width * height * depth;
        List<Color> colors = new List<Color>(numElements);


        // Get pixels from 2d texture for each slize in z direction
        for (int z = 0; z < depth; z++)
        {
            Texture2D tex2d = LoadTexture2DRaw(br, width, height, format, elementSize);
            colors.AddRange(tex2d.GetPixels());
        }
        //colors should now be filled with all pixels
        noiseTex.SetPixels(colors.ToArray());
        noiseTex.Apply(false);

        br.Close();
        return noiseTex;
   
    }
示例#18
0
        public void SetIdentityLut()
        {
            int dim = 16;
            Color[] newC = new Color[dim*dim*dim];
            float oneOverDim = 1.0f/(1.0f*dim - 1.0f);

            for (int i = 0; i < dim; i++)
            {
                for (int j = 0; j < dim; j++)
                {
                    for (int k = 0; k < dim; k++)
                    {
                        newC[i + (j*dim) + (k*dim*dim)] = new Color((i*1.0f)*oneOverDim, (j*1.0f)*oneOverDim,
                                                                    (k*1.0f)*oneOverDim, 1.0f);
                    }
                }
            }

            if (converted3DLut)
                DestroyImmediate(converted3DLut);
            converted3DLut = new Texture3D(dim, dim, dim, TextureFormat.ARGB32, false);
            converted3DLut.SetPixels(newC);
            converted3DLut.Apply();
            basedOnTempTex = "";
        }
示例#19
0
    /// <summary>
    /// Creates the material and textures.
    /// </summary>
    protected override void CreateMaterial()
    {
      DestroyLut();

      lutTex = VintageHelper.CreateTexture3DFromResources(@"Textures/cremaLut", 16);

      base.CreateMaterial();
    }
示例#20
0
    private void DestroyLut()
    {
      if (lutTex != null)
      {
        DestroyImmediate(lutTex);

        lutTex = null;
      }
    }
    public static void CreateTexture()
    {
        int n = 64;
        string texName = "pyroclasticNoise";
        Texture3D texture3D = new Texture3D(n, n, n, TextureFormat.ARGB32, true);

        Generate3DTexture(ref texture3D, n);
        save3DTexture(texture3D, texName);
    }
 static public int Apply(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 1)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             self.Apply();
             pushValue(l, true);
             return(1);
         }
         else if (argc == 2)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             System.Boolean        a1;
             checkType(l, 2, out a1);
             self.Apply(a1);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 3)
         {
             UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
             System.Boolean        a1;
             checkType(l, 2, out a1);
             System.Boolean a2;
             checkType(l, 3, out a2);
             self.Apply(a1, a2);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function Apply to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
示例#23
0
 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.Texture3D texture3D = new UnityEngine.Texture3D(
         reader.ReadProperty <System.Int32>(),
         reader.ReadProperty <System.Int32>(),
         reader.ReadProperty <System.Int32>(),
         TextureFormat.ARGB32,
         true);
     ReadInto(texture3D, reader);
     return(texture3D);
 }
 static public int get_depth(IntPtr l)
 {
     try {
         UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
         pushValue(l, self.depth);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_format(IntPtr l)
 {
     try {
         UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
         pushEnum(l, (int)self.format);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#26
0
 static public int get_isReadable(IntPtr l)
 {
     try {
         UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.isReadable);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#27
0
 static public int get_depth(IntPtr l)
 {
     try {
         UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
         pushValue(l, self.depth);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
示例#28
0
 static public int Apply(IntPtr l)
 {
     try {
         UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
         self.Apply();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#29
0
 static public int GetPixels32(IntPtr l)
 {
     try {
         UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
         var ret = self.GetPixels32();
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
    private static void save3DTexture(Texture3D texture3D, string texture3DName)
    {
        string path = "Assets/Textures3D/" + texture3DName + ".asset";
        Texture3D tmp = (Texture3D)AssetDatabase.LoadAssetAtPath(path, typeof(Texture3D));
        if (tmp)
        {
            AssetDatabase.DeleteAsset(path);
            tmp = null;
        }

        AssetDatabase.CreateAsset(texture3D, path);
        AssetDatabase.SaveAssets();
    }
示例#31
0
 static public int Apply__Boolean(IntPtr l)
 {
     try {
         UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
         System.Boolean        a1;
         checkType(l, 2, out a1);
         self.Apply(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#32
0
 static public int SetPixels32__A_Color32(IntPtr l)
 {
     try {
         UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
         UnityEngine.Color32[] a1;
         checkArray(l, 2, out a1);
         self.SetPixels32(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#33
0
 static public int GetPixels__Int32(IntPtr l)
 {
     try {
         UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
         System.Int32          a1;
         checkType(l, 2, out a1);
         var ret = self.GetPixels(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
    public Texture3D Generate3DTexture()
    {
        float r = 0.3f;
        Texture3D texture3D = new Texture3D(n, n, n, TextureFormat.ARGB32, true);
        int size = n * n * n;
        Color[] cols = new Color[size];
        int idx = 0;

        Color c = Color.white;
        float frequency = 0.01f / n;
        float center = n / 2.0f + 0.5f;

        for (int i = 0; i < n; i++) {
            for (int j = 0; j < n; j++) {
                for (int k = 0; k < n; k++, ++idx) {
                    float dx = center - i;
                    float dy = center - j;
                    float dz = center - k;

                    float off = Mathf.Abs(Perlin.Turbulence(i * frequency,
                                   j * frequency,
                                   k * frequency,
                                   6));

                    float d = Mathf.Sqrt(dx * dx + dy * dy + dz * dz) / (n);
                    //c.r = c.g = c.b = c.a = ((d-off) < r)?1.0f:0.0f;
                    float p = d - off;
                    c.r = c.g = c.b = c.a = Mathf.Clamp01(r - p);
                    cols[idx] = c;
                }
            }
        }

        //for(int i = 0; i < size; i++)
        //	Debug.Log (newC[i]);
        texture3D.SetPixels(cols);
        texture3D.Apply();
        renderer.material.SetTexture("g_densityTex", texture3D);
        texture3D.filterMode = FilterMode.Trilinear;
        texture3D.wrapMode = TextureWrapMode.Clamp;
        texture3D.anisoLevel = 1;

        //Color[] cs = texture3D.GetPixels();
        //for(int i = 0; i < 10; i++)
        //	Debug.Log (cs[i]);

        return texture3D;
    }
示例#35
0
 static public int SetPixels__A_Color__Int32(IntPtr l)
 {
     try {
         UnityEngine.Texture3D self = (UnityEngine.Texture3D)checkSelf(l);
         UnityEngine.Color[]   a1;
         checkArray(l, 2, out a1);
         System.Int32 a2;
         checkType(l, 3, out a2);
         self.SetPixels(a1, a2);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#36
0
 static public int constructor(IntPtr l)
 {
     UnityEngine.Texture3D o;
     System.Int32          a1;
     checkType(l, 2, out a1);
     System.Int32 a2;
     checkType(l, 3, out a2);
     System.Int32 a3;
     checkType(l, 4, out a3);
     UnityEngine.TextureFormat a4;
     checkEnum(l, 5, out a4);
     System.Boolean a5;
     checkType(l, 6, out a5);
     o = new UnityEngine.Texture3D(a1, a2, a3, a4, a5);
     pushObject(l, o);
     return(1);
 }
		void Start() {
			if (colorCorrectionLookup == null) {
				return;
			}

			string lutPath = modPath + "/lut.png";
			if (File.Exists(lutPath)) {
				defaultLut = colorCorrectionLookup.converted3DLut;

				Texture2D lut = new Texture2D(2, 2);
				lut.LoadImage(File.ReadAllBytes(lutPath));
				colorCorrectionLookup.Convert(lut, lutPath);
			}
			else {
				Debug.LogError("Can't load LUT texture from: " + lutPath);
			}
		}
 static public int constructor(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         UnityEngine.Texture3D o;
         if (matchType(l, "ctor__Int32__Int32__Int32__GraphicsFormat__TextureCreationFlags", argc, 2, typeof(int), typeof(int), typeof(int), typeof(UnityEngine.Experimental.Rendering.GraphicsFormat), typeof(UnityEngine.Experimental.Rendering.TextureCreationFlags)))
         {
             System.Int32 a1;
             checkType(l, 3, out a1);
             System.Int32 a2;
             checkType(l, 4, out a2);
             System.Int32 a3;
             checkType(l, 5, out a3);
             UnityEngine.Experimental.Rendering.GraphicsFormat a4;
             checkEnum(l, 6, out a4);
             UnityEngine.Experimental.Rendering.TextureCreationFlags a5;
             checkEnum(l, 7, out a5);
             o = new UnityEngine.Texture3D(a1, a2, a3, a4, a5);
             pushValue(l, true);
             pushValue(l, o);
             return(2);
         }
         else if (matchType(l, "ctor__Int32__Int32__Int32__TextureFormat__Boolean", argc, 2, typeof(int), typeof(int), typeof(int), typeof(UnityEngine.TextureFormat), typeof(bool)))
         {
             System.Int32 a1;
             checkType(l, 3, out a1);
             System.Int32 a2;
             checkType(l, 4, out a2);
             System.Int32 a3;
             checkType(l, 5, out a3);
             UnityEngine.TextureFormat a4;
             checkEnum(l, 6, out a4);
             System.Boolean a5;
             checkType(l, 7, out a5);
             o = new UnityEngine.Texture3D(a1, a2, a3, a4, a5);
             pushValue(l, true);
             pushValue(l, o);
             return(2);
         }
         return(error(l, "New object failed."));
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
        public void Convert(Texture2D temp2DTex, string path)
        {
            // conversion fun: the given 2D texture needs to be of the format
            //  w * h, wheras h is the 'depth' (or 3d dimension 'dim') and w = dim * dim

            if (temp2DTex)
            {
                int dim = temp2DTex.width * temp2DTex.height;
                dim = temp2DTex.height;

                if (!ValidDimensions(temp2DTex))
                {
                    Debug.LogWarning("The given 2D texture " + temp2DTex.name + " cannot be used as a 3D LUT.");
                    basedOnTempTex = "";
                    return;
                }

                Color[] c = temp2DTex.GetPixels();
                Color[] newC = new Color[c.Length];

                for (int i = 0; i < dim; i++)
                {
                    for (int j = 0; j < dim; j++)
                    {
                        for (int k = 0; k < dim; k++)
                        {
                            int j_ = dim - j - 1;
                            newC[i + (j * dim) + (k * dim * dim)] = c[k * dim + i + j_ * dim * dim];
                        }
                    }
                }

                if (converted3DLut)
                    DestroyImmediate(converted3DLut);
                converted3DLut = new Texture3D(dim, dim, dim, TextureFormat.ARGB32, false);
                converted3DLut.SetPixels(newC);
                converted3DLut.Apply();
                basedOnTempTex = path;
            }
            else
            {
                // error, something went terribly wrong
                Debug.LogError("Couldn't color correct with 3D LUT texture. Image Effect will be disabled.");
            }
        }
示例#40
0
        /// <summary>
        /// Write the specified value using the writer.
        /// </summary>
        /// <param name="value">Value.</param>
        /// <param name="writer">Writer.</param>
        public override void Write(object value, ISaveGameWriter writer)
        {
            UnityEngine.Texture3D texture3D = (UnityEngine.Texture3D)value;
            writer.WriteProperty("width", texture3D.width);
            writer.WriteProperty("height", texture3D.height);
            writer.WriteProperty("depth", texture3D.depth);
            writer.WriteProperty("dimension", texture3D.dimension);
            writer.WriteProperty("filterMode", texture3D.filterMode);
            writer.WriteProperty("anisoLevel", texture3D.anisoLevel);
            writer.WriteProperty("wrapMode", texture3D.wrapMode);
#if UNITY_2017_1_OR_NEWER
            writer.WriteProperty("wrapModeU", texture3D.wrapModeU);
            writer.WriteProperty("wrapModeV", texture3D.wrapModeV);
            writer.WriteProperty("wrapModeW", texture3D.wrapModeW);
#endif
            writer.WriteProperty("mipMapBias", texture3D.mipMapBias);
            writer.WriteProperty("name", texture3D.name);
            writer.WriteProperty("hideFlags", texture3D.hideFlags);
        }
    public static void Generate3DTexture(ref Texture3D texture3D, int n)
    {
        float r = 0.3f;
        int size = n * n * n;
        Color[] cols = new Color[size];
        int idx = 0;

        Color c = Color.white;
        float frequency = 0.01f / n;
        float center = n / 2.0f + 0.5f;

        for (int i = 0; i < n; i++)
        {
            for (int j = 0; j < n; j++)
            {
                for (int k = 0; k < n; k++, ++idx)
                {
                    float dx = center - i;
                    float dy = center - j;
                    float dz = center - k;

                    float off = Mathf.Abs(Perlin.Turbulence(i * frequency,
                                   j * frequency,
                                   k * frequency,
                                   6));

                    float d = Mathf.Sqrt(dx * dx + dy * dy + dz * dz) / (n);
                    //c.r = c.g = c.b = c.a = ((d-off) < r)?1.0f:0.0f;
                    float p = d - off;
                    c.r = c.g = c.b = c.a = Mathf.Clamp01(r - p);
                    cols[idx] = c;
                }
            }
        }

        //for(int i = 0; i < size; i++)
        //	Debug.Log (newC[i]);
        texture3D.SetPixels(cols);
        texture3D.Apply();
        texture3D.filterMode = FilterMode.Trilinear;
        texture3D.wrapMode = TextureWrapMode.Clamp;
        texture3D.anisoLevel = 1;
    }
 static public int constructor(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.Texture3D o;
         System.Int32          a1;
         checkType(l, 2, out a1);
         System.Int32 a2;
         checkType(l, 3, out a2);
         System.Int32 a3;
         checkType(l, 4, out a3);
         UnityEngine.TextureFormat a4;
         a4 = (UnityEngine.TextureFormat)LuaDLL.luaL_checkinteger(l, 5);
         System.Boolean a5;
         checkType(l, 6, out a5);
         o = new UnityEngine.Texture3D(a1, a2, a3, a4, a5);
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 void Start()
 {
     tex = new Texture3D (size, size, size, TextureFormat.ARGB32, true);
     var cols = new Color[size * size * size];
     float mul = 1.0f / (size - 1);
     int idx = 0;
     Color c = Color.white;
     for (int z = 0; z < size; ++z) {
         for (int y = 0; y < size; ++y) {
             for (int x = 0; x < size; ++x, ++idx) {
                 c.r = 1f - (Mathf.Abs(x-size * .5f) * 2f * mul);
                 c.g = 1f - (Mathf.Abs(y-size * .5f) * 2f * mul);
                 c.b = 1f - (Mathf.Abs(z-size * .5f) * 2f * mul);
                 cols [idx] = c;
             }
         }
     }
     tex.SetPixels (cols);
     tex.Apply ();
     renderer.material.SetTexture ("_Volume", tex);
 }
	static public int constructor(IntPtr l) {
		try {
			UnityEngine.Texture3D o;
			System.Int32 a1;
			checkType(l,2,out a1);
			System.Int32 a2;
			checkType(l,3,out a2);
			System.Int32 a3;
			checkType(l,4,out a3);
			UnityEngine.TextureFormat a4;
			checkEnum(l,5,out a4);
			System.Boolean a5;
			checkType(l,6,out a5);
			o=new UnityEngine.Texture3D(a1,a2,a3,a4,a5);
			pushValue(l,true);
			pushValue(l,o);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.Texture3D o;
         System.Int32          a1;
         checkType(l, 2, out a1);
         System.Int32 a2;
         checkType(l, 3, out a2);
         System.Int32 a3;
         checkType(l, 4, out a3);
         UnityEngine.TextureFormat a4;
         checkEnum(l, 5, out a4);
         System.Boolean a5;
         checkType(l, 6, out a5);
         o = new UnityEngine.Texture3D(a1, a2, a3, a4, a5);
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 public void Convert(Texture2D temp2DTex, string path)
 {
     if (temp2DTex)
     {
         int num = temp2DTex.width * temp2DTex.height;
         num = temp2DTex.height;
         if (!this.ValidDimensions(temp2DTex))
         {
             Debug.LogWarning("The given 2D texture " + temp2DTex.name + " cannot be used as a 3D LUT.");
             this.basedOnTempTex = string.Empty;
             return;
         }
         Color[] pixels = temp2DTex.GetPixels();
         Color[] array = new Color[pixels.Length];
         for (int i = 0; i < num; i++)
         {
             for (int j = 0; j < num; j++)
             {
                 for (int k = 0; k < num; k++)
                 {
                     int num2 = num - j - 1;
                     array[i + j * num + k * num * num] = pixels[k * num + i + num2 * num * num];
                 }
             }
         }
         if (this.converted3DLut)
         {
             UnityEngine.Object.DestroyImmediate(this.converted3DLut);
         }
         this.converted3DLut = new Texture3D(num, num, num, TextureFormat.ARGB32, false);
         this.converted3DLut.SetPixels(array);
         this.converted3DLut.Apply();
         this.basedOnTempTex = path;
     }
     else
     {
         Debug.LogError("Couldn't color correct with 3D LUT texture. Image Effect will be disabled.");
     }
 }
示例#47
0
 static public int constructor(IntPtr l)
 {
     LuaDLL.lua_remove(l, 1);
     UnityEngine.Texture3D o;
     if (matchType(l, 1, typeof(System.Int32), typeof(System.Int32), typeof(System.Int32), typeof(UnityEngine.TextureFormat), typeof(System.Boolean)))
     {
         System.Int32 a1;
         checkType(l, 1, out a1);
         System.Int32 a2;
         checkType(l, 2, out a2);
         System.Int32 a3;
         checkType(l, 3, out a3);
         UnityEngine.TextureFormat a4;
         checkEnum(l, 4, out a4);
         System.Boolean a5;
         checkType(l, 5, out a5);
         o = new UnityEngine.Texture3D(a1, a2, a3, a4, a5);
         pushObject(l, o);
         return(1);
     }
     LuaDLL.luaL_error(l, "New object failed.");
     return(0);
 }
示例#48
0
 static public int ctor__Int32__Int32__Int32__GraphicsFormat__TextureCreationFlags_s(IntPtr l)
 {
     try {
         UnityEngine.Texture3D o;
         System.Int32          a1;
         checkType(l, 1, out a1);
         System.Int32 a2;
         checkType(l, 2, out a2);
         System.Int32 a3;
         checkType(l, 3, out a3);
         UnityEngine.Experimental.Rendering.GraphicsFormat a4;
         checkEnum(l, 4, out a4);
         UnityEngine.Experimental.Rendering.TextureCreationFlags a5;
         checkEnum(l, 5, out a5);
         o = new UnityEngine.Texture3D(a1, a2, a3, a4, a5);
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#49
0
    public static Texture3D LoadVolumeFromFile(string fileName)
    {
        int x, y, z;
        x = y = z = 16;
        // int numElementsTotal  = 16*16*16 + 8*8*8 + 4*4*4 + 2*2*2 + 1; // all mip levels
        BinaryReader br = new BinaryReader(File.Open(fileName, FileMode.Open, FileAccess.Read));
        int headerSize = 5 * sizeof(int);

        br.ReadBytes(headerSize); // skip header info
        Texture3D noiseTex = new Texture3D(x, y, z, TextureFormat.RGBA32, true);
        noiseTex.filterMode = FilterMode.Bilinear;
        noiseTex.wrapMode = TextureWrapMode.Repeat;
   
        int maxMipLevel = 16;
        for (int mipLevel = 0; mipLevel < 5; mipLevel++)
        {
            ////int dimMipLevel = Mathf.Pow(2,(float)(4-mipLevel));  // dimension of miplevel 16, 8, 4, 2, 1
            int dimMipLevel = maxMipLevel >> mipLevel;
            int numElMip = dimMipLevel * dimMipLevel * dimMipLevel;
            //Color[] colors = new Color[numElMip];
            List<Color> colors = new List<Color>(numElMip);

            // Get pixels from 2d texture for each slize in z direction
            for (z = 0; z < dimMipLevel; z++)
            {
                Texture2D tex2d = LoadTexture2DRaw(br, dimMipLevel, dimMipLevel);
                colors.AddRange(tex2d.GetPixels());
            }
            //colors should now be filled with all pixels
            noiseTex.SetPixels(colors.ToArray(), mipLevel);
            noiseTex.Apply(false);

        }
        br.Close();
        return noiseTex;
    }
示例#50
0
		protected virtual void CreateRenderTextures() {
			
			RenderTextureFormat mapFormat = RenderTextureFormat.ARGBFloat;
			RenderTextureFormat format = RenderTextureFormat.ARGBFloat;
			
			//These texture hold the actual data use in the ocean renderer
			CreateMap(ref m_map0, mapFormat, m_ansio);
			CreateMap(ref m_map1, mapFormat, m_ansio);
			CreateMap(ref m_map2, mapFormat, m_ansio);
			CreateMap(ref m_map3, mapFormat, m_ansio);
			CreateMap(ref m_map4, mapFormat, m_ansio);
			
			//These textures are used to perform the fourier transform
			CreateBuffer(ref m_fourierBuffer0, format); //heights
			CreateBuffer(ref m_fourierBuffer1, format); // slopes X
			CreateBuffer(ref m_fourierBuffer2, format); // slopes Y
			CreateBuffer(ref m_fourierBuffer3, format); // displacement X
			CreateBuffer(ref m_fourierBuffer4, format); // displacement Y
			
			//These textures hold the specturm the fourier transform is performed on
			m_spectrum01 = new RenderTexture(m_fourierGridSize, m_fourierGridSize, 0, format);
			m_spectrum01.filterMode = FilterMode.Point;
			m_spectrum01.wrapMode = TextureWrapMode.Repeat;
			m_spectrum01.enableRandomWrite = true;
			m_spectrum01.Create();
			
			m_spectrum23 = new RenderTexture(m_fourierGridSize, m_fourierGridSize, 0, format);
			m_spectrum23.filterMode = FilterMode.Point;
			m_spectrum23.wrapMode = TextureWrapMode.Repeat;
			m_spectrum23.enableRandomWrite = true;
			m_spectrum23.Create();
			

			m_WTable = new RenderTexture(m_fourierGridSize, m_fourierGridSize, 0, format);
			m_WTable.filterMode = FilterMode.Point;
			m_WTable.wrapMode = TextureWrapMode.Clamp;
			m_WTable.enableRandomWrite = true;
			m_WTable.Create();
			
			//			m_variance = new RenderTexture(m_varianceSize, m_varianceSize, 0, RenderTextureFormat.RHalf);
			//			m_variance.volumeDepth = m_varianceSize;
			//			m_variance.wrapMode = TextureWrapMode.Clamp;
			//			m_variance.filterMode = FilterMode.Bilinear;
			//			m_variance.isVolume = true;
			//			m_variance.enableRandomWrite = true;
			//			m_variance.useMipMap = true;
			//			m_variance.Create();
			
			
			m_variance = new Texture3D(m_varianceSize, m_varianceSize, m_varianceSize, TextureFormat.ARGB32, true);
			
			m_variance.wrapMode = TextureWrapMode.Clamp;
			m_variance.filterMode = FilterMode.Bilinear;
			
		}
    void Start()
    {
        // Setup the base args buffer
        particleLocations = new Vector4[particleCount];
        //particleColors = new Vector4[particleCount];
        particleTargets = new Vector4[particleCount];

        for (int i = 0; i < particleCount; i++)
        {
            // Generate a random location
            Vector3 newLoc = Random.insideUnitSphere * 0.5f + new Vector3(0.5f,0.5f,0.5f);
            particleLocations[i] = new Vector4(newLoc.x, newLoc.y, newLoc.z, particlePower);
            particleTargets[i] = newLoc;
            //particleColors[i] = new Vector3(Random.value, Random.value, Random.value);
        }

        targetBuffer = new ComputeBuffer(particleCount, 16);
        targetBuffer.SetData(particleTargets);

        //particleColorBuffer = new ComputeBuffer(particleCount, 16);
        //particleColorBuffer.SetData(particleColors);

        particleBuffer = new ComputeBuffer(particleCount, 16);
        particleBuffer.SetData(particleLocations);

        int pixelCount = textureSize * textureSize * textureSize;

        tex3D = new Texture3D( textureSize, textureSize, textureSize, TextureFormat.ARGB32, false);
        tex3D.wrapMode = TextureWrapMode.Clamp;
        tex3D.anisoLevel = 0;

        pixels = new Color[pixelCount];
        volumeBuffer = new ComputeBuffer(pixelCount, 16);
        volumeBuffer.SetData(pixels);

        /*
        volume = new RenderTexture(textureSize, textureSize, 0, RenderTextureFormat.ARGB32);
        volume.volumeDepth = textureSize;
        volume.isVolume = true;
        volume.enableRandomWrite = true;
        volume.Create();
        */

        //renderer.material.SetTexture ("_Volume", tex3D);
        //renderer.material.SetTexture ("_Volume", volume);
        //renderer.material.SetTexture("_dataFieldTex", tex3D);
        marchingCubesMaterial.SetTexture("_dataFieldTex", tex3D);
    }
 void OnDestroy()
 {
     if (converted3DLut)
         DestroyImmediate(converted3DLut);
     converted3DLut = null;
 }
 private void OnDestroy()
 {
     if (this.converted3DLut)
     {
         UnityEngine.Object.DestroyImmediate(this.converted3DLut);
     }
     this.converted3DLut = null;
 }
示例#54
0
 void Release3DLutTex()
 {
     if (_3dlut != null) {
         GameObject.DestroyImmediate (_3dlut);
         _3dlut = null;
     }
 }
示例#55
0
 void Create3DLutTex(int dim)
 {
     _3dlut = new Texture3D (dim, dim, dim, TextureFormat.ARGB32, false);
     _3dlut.wrapMode = TextureWrapMode.Clamp;
     _3dlut.filterMode = FilterMode.Bilinear;
     _3dlut.anisoLevel = 0;
     _3dcolors = _3dlut.GetPixels ();
 }
示例#56
0
    void UpdateLut()
    {
        UpdateUserLut();
        UpdateCurve();       

        float lutA = GetLutA();

        SimplePolyFunc polyToe;
        SimplePolyFunc polyLinear;
        SimplePolyFunc polyShoulder;

        float gammaSpace = 2.2f;

        float x0 = Mathf.Pow(1.0f/3.0f, gammaSpace);
        float shoulderBase = .7f;
        float x1 = Mathf.Pow(shoulderBase, gammaSpace);
        float gammaHighY = Mathf.Pow(shoulderBase, 1.0f + (lutShoulder) * 1.0f);
        float y1 = Mathf.Pow(gammaHighY, gammaSpace);

        float y0 = 0.0f;
        {
            float t = x0 / x1;
            float lin = t * y1;
            float low = lin * (1.0f-lutToe*.5f);
            y0 = low;
        }

        float dx = x1 - x0;
        float dy = y1 - y0;

        float m = 0.0f;
        if (dx > 0 && dy > 0)
            m = dy / dx;

        // linear section, power is 1, slope is m
        polyLinear.x0 = x0;
        polyLinear.y0 = y0;
        polyLinear.A = m;
        polyLinear.B = 1.0f;
        polyLinear.signX = 1.0f;
        polyLinear.signY = 1.0f;
        polyLinear.logA = Mathf.Log(m);

        // toe
        polyToe = polyLinear;
        polyToe.Initialize(x0, y0, m);

        float linearW = GetWhitePoint();

        {
            // shoulder, first think about it "backwards"
            float offsetX = linearW - x1;
            float offsetY = 1.0f - y1;

            polyShoulder = polyLinear;
            polyShoulder.Initialize(offsetX, offsetY, m);

            // flip horizontal
            polyShoulder.signX = -1.0f;
            polyShoulder.x0 = -linearW;

            // flip vertical
            polyShoulder.signY = -1.0f;
            polyShoulder.y0 = 1.0f;
        }

        int dim = 32;
        Color[] newC = new Color[dim * dim * dim];
        float oneOverDim = 1.0f / (1.0f * dim - 1.0f);

        Color normS = NormalizeColor(lutShadows);
        Color normM = NormalizeColor(lutMidtones);
        Color normH = NormalizeColor(lutHighlights);

        float avgS = (normS.r + normS.g + normS.b) / 3.0f;
        float avgM = (normM.r + normM.g + normM.b) / 3.0f;
        float avgH = (normH.r + normH.g + normH.b) / 3.0f;

        // these are magic numbers
        float liftScale = .1f;
        float gammaScale = .5f;
        float gainScale = .5f;

        float liftR = (normS.r - avgS) * liftScale;
        float liftG = (normS.g - avgS) * liftScale;
        float liftB = (normS.b - avgS) * liftScale;

        float gammaR = Mathf.Pow(2.0f, (normM.r - avgM) * gammaScale);
        float gammaG = Mathf.Pow(2.0f, (normM.g - avgM) * gammaScale);
        float gammaB = Mathf.Pow(2.0f, (normM.b - avgM) * gammaScale);

        float gainR = Mathf.Pow(2.0f, (normH.r - avgH) * gainScale);
        float gainG = Mathf.Pow(2.0f, (normH.g - avgH) * gainScale);
        float gainB = Mathf.Pow(2.0f, (normH.b - avgH) * gainScale);

        float minGamma = .01f;
        float invGammaR = 1.0f / Mathf.Max(minGamma, gammaR);
        float invGammaG = 1.0f / Mathf.Max(minGamma, gammaG);
        float invGammaB = 1.0f / Mathf.Max(minGamma, gammaB);

        for (int i = 0; i < dim; i++)
        {
            for (int j = 0; j < dim; j++)
            {
                for (int k = 0; k < dim; k++)
                {
                    float srcR = (i * 1.0f) * oneOverDim;
                    float srcG = (j * 1.0f) * oneOverDim;
                    float srcB = (k * 1.0f) * oneOverDim;


                    float dstR = EvalFilmicHelper(srcR, lutA,
                        polyToe,
                        polyLinear,
                        polyShoulder,
                        x0, x1, linearW);

                    float dstG = EvalFilmicHelper(srcG, lutA,
                        polyToe,
                        polyLinear,
                        polyShoulder,
                        x0, x1, linearW);

                    float dstB = EvalFilmicHelper(srcB, lutA,
                        polyToe,
                        polyLinear,
                        polyShoulder,
                        x0, x1, linearW);

                    // enable lut
                    if (enableUserLut)
                    {
                        Color c = SampleLutLinear(dstR, dstG, dstB);
                        dstR = c.r;
                        dstG = c.g;
                        dstB = c.b;
                    }

                    dstR = EvalCurveGradingHelper(dstR, liftR, invGammaR, gainR);
                    dstG = EvalCurveGradingHelper(dstG, liftG, invGammaG, gainG);
                    dstB = EvalCurveGradingHelper(dstB, liftB, invGammaB, gainB);
                    
                    if (enableColorGrading)
                    {
                        // saturation
                        float midVal = (dstR + dstG + dstB) / 3.0f;
                        dstR = midVal + (dstR - midVal) * lutSaturation;
                        dstG = midVal + (dstG - midVal) * lutSaturation;
                        dstB = midVal + (dstB - midVal) * lutSaturation;
                    }

                    newC[i + (j * dim) + (k * dim * dim)] = new Color(dstR, dstG, dstB, 1.0f);
                }
            }
        }

        if (lutTex)
            DestroyImmediate(lutTex);

        lutTex = new Texture3D(dim, dim, dim, TextureFormat.ARGB32, false);
        lutTex.filterMode = FilterMode.Bilinear;
        lutTex.wrapMode = TextureWrapMode.Clamp;
        lutTex.hideFlags = HideFlags.DontSave;

        lutTex.SetPixels(newC);
        lutTex.Apply();

#if false
        if (false)
        {
            // Instad of doing a single 3D lut, I tried doing this as 3x 1D luts.  Or rather,
            // a single lut with separate curves baked into RGB channels.  It wasn't actually faster
            // do it's disabled.  But there are two reasons why in the future it might be useful:

            // 1.  If it turns out that 3x 1D luts are faster on some hardware, it might be worth it.
            // 2.  Updating the 3D LUT is quite slow so you can't change it every frame.  If the
            //        parameters need to lerp than the 1D version might  be worthwhile.
            CreateFilmicCurveHelper(lutA,
               polyToe,
               polyLinear,
               polyShoulder,
               x0, x1, linearW,
               liftR, invGammaR, gainR,
               liftG, invGammaG, gainG,
               liftB, invGammaB, gainB);
        }
#endif
    }
示例#57
0
		protected void ConvertBaseTexture()
		{
			if (!ValidDimensions(LookupTexture))
			{
				Debug.LogWarning("The given 2D texture " + LookupTexture.name + " cannot be used as a 3D LUT. Pick another texture or adjust dimension to e.g. 256x16.");
				return;
			}

			m_BaseTextureName = LookupTexture.name;

			int dim = LookupTexture.height;

			Color[] c = LookupTexture.GetPixels();
			Color[] newC = new Color[c.Length];

			for (int i = 0; i < dim; i++)
			{
				for (int j = 0; j < dim; j++)
				{
					for (int k = 0; k < dim; k++)
					{
						int j_ = dim - j - 1;
						newC[i + (j * dim) + (k * dim * dim)] = c[k * dim + i + j_ * dim * dim];
					}
				}
			}

			if (m_Lut3D)
				DestroyImmediate(m_Lut3D);

			m_Lut3D = new Texture3D(dim, dim, dim, TextureFormat.ARGB32, false);
			m_Lut3D.hideFlags = HideFlags.HideAndDontSave;
			m_Lut3D.wrapMode = TextureWrapMode.Clamp;
			m_Lut3D.SetPixels(newC);
			m_Lut3D.Apply();
		}
 public void SetIdentityLut()
 {
     int num = 16;
     Color[] array = new Color[num * num * num];
     float num2 = 1f / (1f * (float)num - 1f);
     for (int i = 0; i < num; i++)
     {
         for (int j = 0; j < num; j++)
         {
             for (int k = 0; k < num; k++)
             {
                 array[i + j * num + k * num * num] = new Color((float)i * 1f * num2, (float)j * 1f * num2, (float)k * 1f * num2, 1f);
             }
         }
     }
     if (this.converted3DLut)
     {
         UnityEngine.Object.DestroyImmediate(this.converted3DLut);
     }
     this.converted3DLut = new Texture3D(num, num, num, TextureFormat.ARGB32, false);
     this.converted3DLut.SetPixels(array);
     this.converted3DLut.Apply();
     this.basedOnTempTex = string.Empty;
 }
示例#59
0
        /**
         * Return a volume texture containing a representation of this distance field.
         */
        public Texture3D GetVolumeTexture(int size)
        {
            if (Root == null) return null;

            // upper bound of the distance from any point inside the bounds to the surface.
            float maxDist = Mathf.Max(Root.bounds.size.x,Root.bounds.size.y,Root.bounds.size.z);

            float spacingX = Root.bounds.size.x / (float)size;
            float spacingY = Root.bounds.size.y / (float)size;
            float spacingZ = Root.bounds.size.z / (float)size;

            Texture3D tex = new Texture3D (size, size, size, TextureFormat.ARGB32, false);

            var cols = new Color[size*size*size];
            int idx = 0;
            Color c = Color.black;

            Vector3 gradient;
            for (int z = 0; z < size; ++z)
            {
            for (int y = 0; y < size; ++y)
            {
                for (int x = 0; x < size; ++x, ++idx)
                {
                    Vector3 samplePoint = Root.bounds.min + new Vector3(spacingX * x + spacingX*0.5f,
                                                     					spacingY * y + spacingY*0.5f,
                                                      					spacingZ * z + spacingZ*0.5f);

                    float distance = DistanceAndGradientAt(samplePoint,out gradient);

                    if (distance >= 0)
                        c.r = distance.Remap(0,maxDist*0.1f,0.5f,1);
                    else
                        c.r = distance.Remap(-maxDist*0.1f,0,0,0.5f);

                    cols[idx] = c;
                }
            }
            }
            tex.SetPixels (cols);
            tex.Apply ();
            return tex;
        }
示例#60
0
    void OnDisable () {
		if (rt) {
			DestroyImmediate (rt);
			rt = null;
		}
		if (tonemapMaterial) {
			DestroyImmediate (tonemapMaterial);
			tonemapMaterial = null;
		}

        if (lutTex)
        {
            DestroyImmediate(lutTex);
            lutTex = null;
        }

        if (lutCurveTex1D)
        {
            DestroyImmediate(lutCurveTex1D);
            lutCurveTex1D = null;
        }
    }