我有立方体贴图.我需要将它保存在圆形图像中,例如在PNG中.我失败了几个小时在互联网上搜索.我是怎么做到的那可能吗?
我有图像:joxi.ru/zANd66wSl6Kdkm
我需要保存在png:joxi.ru/12MW55wT40LYjr部件代码,它可以帮助您:
tex.SetPixels(cubemap.GetPixels(CubemapFace.PositiveZ));
bytes = tex.EncodeToPNG();
File.WriteAllBytes(Application.dataPath + "/" + cubemap.name +"_PositiveZ.png", bytes);
最佳答案 您可以创建一个继承ScriptableWizard类的类,该类将从特定的转换中呈现立方体贴图.这是我的代码:
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.IO;
public class RenderCubemapWizard : ScriptableWizard
{
public Transform renderFromPosition;
public Cubemap cubemap;
void OnWizardUpdate()
{
string helpString = "Select transform to render from and cubemap to render into";
bool isValid = (renderFromPosition != null) && (cubemap != null);
}
void OnWizardCreate()
{
// create temporary camera for rendering
GameObject go = new GameObject("CubemapCamera");
go.AddComponent<Camera>();
// place it on the object
go.transform.position = renderFromPosition.position;
go.transform.rotation = Quaternion.identity;
// render into cubemap
go.GetComponent<Camera>().RenderToCubemap(cubemap);
// destroy temporary camera
DestroyImmediate(go);
ConvertToPng();
}
[MenuItem("GameObject/Render into Cubemap")]
static void RenderCubemap()
{
ScriptableWizard.DisplayWizard<RenderCubemapWizard>(
"Render cubemap", "Render!");
}
void ConvertToPng()
{
Debug.Log(Application.dataPath + "/" +cubemap.name +"_PositiveX.png");
var tex = new Texture2D (cubemap.width, cubemap.height, TextureFormat.RGB24, false);
// Read screen contents into the texture
tex.SetPixels(cubemap.GetPixels(CubemapFace.PositiveX));
// Encode texture into PNG
var bytes = tex.EncodeToPNG();
File.WriteAllBytes(Application.dataPath + "/" + cubemap.name +"_PositiveX.png", bytes);
tex.SetPixels(cubemap.GetPixels(CubemapFace.NegativeX));
bytes = tex.EncodeToPNG();
File.WriteAllBytes(Application.dataPath + "/" + cubemap.name +"_NegativeX.png", bytes);
tex.SetPixels(cubemap.GetPixels(CubemapFace.PositiveY));
bytes = tex.EncodeToPNG();
File.WriteAllBytes(Application.dataPath + "/" + cubemap.name +"_PositiveY.png", bytes);
tex.SetPixels(cubemap.GetPixels(CubemapFace.NegativeY));
bytes = tex.EncodeToPNG();
File.WriteAllBytes(Application.dataPath + "/" + cubemap.name +"_NegativeY.png", bytes);
tex.SetPixels(cubemap.GetPixels(CubemapFace.PositiveZ));
bytes = tex.EncodeToPNG();
File.WriteAllBytes(Application.dataPath + "/" + cubemap.name +"_PositiveZ.png", bytes);
tex.SetPixels(cubemap.GetPixels(CubemapFace.NegativeZ));
bytes = tex.EncodeToPNG();
File.WriteAllBytes(Application.dataPath + "/" + cubemap.name +"_NegativeZ.png", bytes);
DestroyImmediate(tex);
}
}
这基本上是从您在向导中指定的给定位置创建一个新的立方体贴图(要使用向导,请转到顶部菜单中的GameObject,在列表的底部,您将看到’渲染到立方体贴图’).然后,它将获取立方体贴图的六个位置,并将其转换为ConvertToPng()函数中的PNG文件.这适用于我,它应该适合你,因为它基本上只需要一个转换位置.
很抱歉,为了简化它已经尝试了多长时间,但这简化了我可以做到的.
以下是帮助我得出这个结论的链接: