using UnityEngine; using UnityEditor; public class Lighting { public static void CreateTexture3D() { // Configure the texture int size = 32; TextureFormat format = TextureFormat.RGBA32; TextureWrapMode wrapMode = TextureWrapMode.Clamp; // Create the texture and apply the configuration Texture3D texture = new Texture3D(size, size, size, format, false); texture.wrapMode = wrapMode; // Create a 3-dimensional array to store color data Color[] colors = new Color[size * size * size]; // Populate the array so that the x, y, and z values of the texture will map to red, blue, and green colors float inverseResolution = 1.0f / (size - 1.0f); for (int z = 0; z < size; z++) { int zOffset = z * size * size; for (int y = 0; y < size; y++) { int yOffset = y * size; for (int x = 0; x < size; x++) { colors[x + yOffset + zOffset] = new Color(x * inverseResolution, y * inverseResolution, z * inverseResolution, 1.0f); } } } // 3d texture?? yup // just use brush fire algorithm to light the cave // that will make nicely for the base ambiance // then you can handle light paths or other nice depth indicating things // Copy the color values to the texture texture.SetPixels(colors); // Apply the changes to the texture and upload the updated texture to the GPU texture.Apply(); #if UNITY_EDITOR // Save the texture to your Unity Project AssetDatabase.CreateAsset(texture, "Assets/Example3DTexture.asset"); #endif } }