u | U coordinate of the sample. |
v | V coordinate of the sample. |
mipLevel | Mip level to sample, must be in the range [0, mipCount[. |
Color Pixel color sampled.
返回标准化坐标 (u, v) 处已过滤的像素颜色。
坐标 u
和 v
的取值范围为 0.0 到 1.0,与网格中的 UV 坐标类似。
如果坐标超出边界(大于 1.0 或小于 0.0),
则将被限制或者将根据该纹理的包裹模式进行重复。
纹理坐标从左下角开始。UV (0,0) 正好落在左下角的纹理像素上;
UV ((width-1)/width, (height-1)/height) 正好
落在右上角的纹理像素上。
返回的像素颜色经过双线性过滤。
该纹理必须在 texture import settings 中设置 read/write enabled 标志,否则此函数将失败。在使用 Crunch 纹理压缩的纹理上,GetPixelBilinear 不可用。
另请参阅:GetPixel。
using UnityEngine;
public class Example : MonoBehaviour { // "Warp" a texture by squashing its pixels to one side. // This involves sampling the image at non-integer pixel // positions to ensure a smooth effect.
// Source image. public Texture2D sourceTex;
// Amount of "warping". public float warpFactor = 1.0f;
Texture2D destTex; Color[] destPix;
void Start() { // Set up a new texture with the same dimensions as the original. destTex = new Texture2D(sourceTex.width, sourceTex.height); destPix = new Color[destTex.width * destTex.height];
// For each pixel in the destination texture... for (var y = 0; y < destTex.height; y++) { for (var x = 0; x < destTex.width; x++) { // Calculate the fraction of the way across the image // that this pixel positon corresponds to. float xFrac = x * 1.0f / (destTex.width - 1); float yFrac = y * 1.0f / (destTex.height - 1);
// Take the fractions (0..1)and raise them to a power to apply // the distortion. float warpXFrac = Mathf.Pow(xFrac, warpFactor); float warpYFrac = Mathf.Pow(yFrac, warpFactor);
// Get the non-integer pixel positions using GetPixelBilinear. destPix[y * destTex.width + x] = sourceTex.GetPixelBilinear(warpXFrac, warpYFrac); } }
// Copy the pixel data to the destination texture and apply the change. destTex.SetPixels(destPix); destTex.Apply();
// Set our object's texture to the newly warped image. GetComponent<Renderer>().material.mainTexture = destTex; } }
另请参阅:GetPixel。