pixelgon/Assets/Scripts/ColorCube.cs
2020-06-05 11:54:36 -07:00

51 lines
No EOL
1.5 KiB
C#

using UnityEngine;
using UnityEditor;
using System;
[Serializable]
public class ColorCube
{
// Texture Generation Credit (unity)
// [MenuItem("ColorCube/Texture")]
// static void CreateTexture()
// {
// // 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);
// }
// }
// }
// // 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();
// // Save the texture to your Unity Project
// AssetDatabase.CreateAsset(texture, "Assets/Example3DTexture.asset");
// }
}