对于我的项目,我需要在运行时创建材料。当我创建材料时,普通地图没有任何效果。我试过这两种解决方案,但它们对我不起作用。“统一5”中的这件事有什么改变吗?
我检查过的链接:
http://answers.unity3d.com/questions/801670/runtime-loading-normal-texture.html http://answers.unity3d.com/questions/47121/runtime-normal-map-import.html
P.S:奇怪的是,当我切换到内部统一的“场景视图”时,如果我从“检查器”普通地图中展开“物质”选项卡,就会将它应用到对象上。
我的代码:
....
Material mat = new Material(Shader.Find("Standard (Specular setup)"));
mat.SetTexture("_MainTex", colortex);
normaltex = getNormalTexture(Texture2D source);
mat.SetTexture("_BumpMap", normaltex);
mat.SetFloat("_Glossiness", 0.1f);
mat.SetFloat("_BumpScale", 1.0f);
....
public static Texture2D getNormalTexture(Texture2D source)
{
Texture2D normalTexture = new Texture2D(source.width, source.height, TextureFormat.ARGB32, true);
Color theColour = new Color();
for (int x = 0; x < source.width; x++)
{
for (int y = 0; y < source.height; y++)
{
theColour.r = 0;
theColour.g = source.GetPixel(x, y).g;
theColour.b = 0;
theColour.a = source.GetPixel(x, y).r;
normalTexture.SetPixel(x, y, theColour);
}
}
normalTexture.Apply();
return normalTexture;
}发布于 2015-10-17 10:53:00
至少有了Unity4.x,您必须修改着色器才能正确显示运行时正常映射。只需要从代码中删除UnpackNormal()。
技术细节:http://forum.unity3d.com/threads/creating-runtime-normal-maps-using-rendertotexture.135841/#post-924587
内置着色器源可从:http://unity3d.com/get-unity/download/archive下载
https://stackoverflow.com/questions/31661389
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