Unity使用 16bit 压缩 Texture 颜色能均匀过渡

时间:2021-08-21 16:11:41

下面是unity自带 16bit 图 的效果,可以看到颜色过度的很不均匀,占用内存 0.5M

Unity使用 16bit 压缩 Texture 颜色能均匀过渡  Unity使用 16bit 压缩 Texture 颜色能均匀过渡Unity使用 16bit 压缩 Texture 颜色能均匀过渡

如果调成 truecolor 后 颜色过渡很均匀,而内存却占到 1.1 M

Unity使用 16bit 压缩 Texture 颜色能均匀过渡  Unity使用 16bit 压缩 Texture 颜色能均匀过渡Unity使用 16bit 压缩 Texture 颜色能均匀过渡

讲图片 后缀名改成  .Dither.png  结尾后回到 unity,设置贴图格式为 Truecolor 后,颜色过渡也很均匀,而且内存只占了 0.5M

Unity使用 16bit 压缩 Texture 颜色能均匀过渡Unity使用 16bit 压缩 Texture 颜色能均匀过渡Unity使用 16bit 压缩 Texture 颜色能均匀过渡

以下代码来至 keijiro 的 github:unity-dither4444

 using UnityEngine;
using UnityEditor;
using System.Collections; class TextureModifier : AssetPostprocessor
{
void OnPreprocessTexture()
{
var importer = (assetImporter as TextureImporter); importer.textureType = TextureImporterType.GUI; if (assetPath.EndsWith ("Dither.png")) {
importer.textureFormat = TextureImporterFormat.RGBA32;
}
} void OnPostprocessTexture (Texture2D texture)
{
if (!assetPath.EndsWith ("Dither.png")) {
return;
} var texw = texture.width;
var texh = texture.height; var pixels = texture.GetPixels ();
var offs = ; var k1Per15 = 1.0f / 15.0f;
var k1Per16 = 1.0f / 16.0f;
var k3Per16 = 3.0f / 16.0f;
var k5Per16 = 5.0f / 16.0f;
var k7Per16 = 7.0f / 16.0f; for (var y = ; y < texh; y++) {
for (var x = ; x < texw; x++) {
float a = pixels [offs].a;
float r = pixels [offs].r;
float g = pixels [offs].g;
float b = pixels [offs].b; var a2 = Mathf.Clamp01 (Mathf.Floor (a * ) * k1Per15);
var r2 = Mathf.Clamp01 (Mathf.Floor (r * ) * k1Per15);
var g2 = Mathf.Clamp01 (Mathf.Floor (g * ) * k1Per15);
var b2 = Mathf.Clamp01 (Mathf.Floor (b * ) * k1Per15); var ae = a - a2;
var re = r - r2;
var ge = g - g2;
var be = b - b2; pixels [offs].a = a2;
pixels [offs].r = r2;
pixels [offs].g = g2;
pixels [offs].b = b2; var n1 = offs + ;
var n2 = offs + texw - ;
var n3 = offs + texw;
var n4 = offs + texw + ; if (x < texw - ) {
pixels [n1].a += ae * k7Per16;
pixels [n1].r += re * k7Per16;
pixels [n1].g += ge * k7Per16;
pixels [n1].b += be * k7Per16;
} if (y < texh - ) {
pixels [n3].a += ae * k5Per16;
pixels [n3].r += re * k5Per16;
pixels [n3].g += ge * k5Per16;
pixels [n3].b += be * k5Per16; if (x > ) {
pixels [n2].a += ae * k3Per16;
pixels [n2].r += re * k3Per16;
pixels [n2].g += ge * k3Per16;
pixels [n2].b += be * k3Per16;
} if (x < texw - ) {
pixels [n4].a += ae * k1Per16;
pixels [n4].r += re * k1Per16;
pixels [n4].g += ge * k1Per16;
pixels [n4].b += be * k1Per16;
}
} offs++;
}
} texture.SetPixels (pixels);
EditorUtility.CompressTexture (texture, TextureFormat.RGBA4444, TextureCompressionQuality.Best);
}
}