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Cielonos/Assets/Plugins/AllIn13DShader/Editor/Tools/NormalMapCreatorTool.cs
SoulliesOfficial d94241f36c 场景设计
2026-01-12 03:22:16 -05:00

107 lines
3.9 KiB
C#

using UnityEngine;
namespace AllIn13DShader
{
public class NormalMapCreatorTool
{
public Texture2D targetNormalImage;
public int normalSmoothing;
public float normalStrength;
public int isComputingNormals;
public Texture2D CreateNormalMap(bool invertDirection)
{
int width = targetNormalImage.width;
int height = targetNormalImage.height;
Color[] sourcePixels = targetNormalImage.GetPixels();
Color[] resultPixels = new Color[width * height];
Vector3 vScale = new Vector3(0.3333f, 0.3333f, 0.3333f);
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
int index = x + y * width;
Vector3 cSampleNegXNegY = GetPixelClamped(sourcePixels, x - 1, y - 1, width, height);
Vector3 cSampleZerXNegY = GetPixelClamped(sourcePixels, x, y - 1, width, height);
Vector3 cSamplePosXNegY = GetPixelClamped(sourcePixels, x + 1, y - 1, width, height);
Vector3 cSampleNegXZerY = GetPixelClamped(sourcePixels, x - 1, y, width, height);
Vector3 cSamplePosXZerY = GetPixelClamped(sourcePixels, x + 1, y, width, height);
Vector3 cSampleNegXPosY = GetPixelClamped(sourcePixels, x - 1, y + 1, width, height);
Vector3 cSampleZerXPosY = GetPixelClamped(sourcePixels, x, y + 1, width, height);
Vector3 cSamplePosXPosY = GetPixelClamped(sourcePixels, x + 1, y + 1, width, height);
float fSampleNegXNegY = Vector3.Dot(cSampleNegXNegY, vScale);
float fSampleZerXNegY = Vector3.Dot(cSampleZerXNegY, vScale);
float fSamplePosXNegY = Vector3.Dot(cSamplePosXNegY, vScale);
float fSampleNegXZerY = Vector3.Dot(cSampleNegXZerY, vScale);
float fSamplePosXZerY = Vector3.Dot(cSamplePosXZerY, vScale);
float fSampleNegXPosY = Vector3.Dot(cSampleNegXPosY, vScale);
float fSampleZerXPosY = Vector3.Dot(cSampleZerXPosY, vScale);
float fSamplePosXPosY = Vector3.Dot(cSamplePosXPosY, vScale);
float edgeX = (fSampleNegXNegY - fSamplePosXNegY) * 0.25f + (fSampleNegXZerY - fSamplePosXZerY) * 0.5f + (fSampleNegXPosY - fSamplePosXPosY) * 0.25f;
float edgeY = (fSampleNegXNegY - fSampleNegXPosY) * 0.25f + (fSampleZerXNegY - fSampleZerXPosY) * 0.5f + (fSamplePosXNegY - fSamplePosXPosY) * 0.25f;
if(invertDirection) edgeY = -edgeY;
Vector2 vEdge = new Vector2(edgeX, edgeY) * normalStrength;
Vector3 norm = new Vector3(vEdge.x, vEdge.y, 1.0f).normalized;
resultPixels[index] = new Color(norm.x * 0.5f + 0.5f, norm.y * 0.5f + 0.5f, norm.z * 0.5f + 0.5f, 1);
}
}
if (normalSmoothing > 0)
{
resultPixels = SmoothNormals(resultPixels, width, height, normalSmoothing);
}
Texture2D texNormal = new Texture2D(width, height, TextureFormat.RGB24, false, false);
texNormal.SetPixels(resultPixels);
texNormal.Apply();
return texNormal;
}
private Vector3 GetPixelClamped(Color[] pixels, int x, int y, int width, int height)
{
x = Mathf.Clamp(x, 0, width - 1);
y = Mathf.Clamp(y, 0, height - 1);
Color c = pixels[x + y * width];
return new Vector3(c.r, c.g, c.b);
}
private Color[] SmoothNormals(Color[] pixels, int width, int height, int normalSmooth)
{
Color[] smoothedPixels = new Color[pixels.Length];
float step = 0.00390625f * normalSmooth;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
float pixelsToAverage = 0.0f;
Color c = pixels[x + y * width];
pixelsToAverage++;
for (int offsetY = -normalSmooth; offsetY <= normalSmooth; offsetY++)
{
for (int offsetX = -normalSmooth; offsetX <= normalSmooth; offsetX++)
{
if (offsetX == 0 && offsetY == 0) continue;
int sampleX = Mathf.Clamp(x + offsetX, 0, width - 1);
int sampleY = Mathf.Clamp(y + offsetY, 0, height - 1);
c += pixels[sampleX + sampleY * width];
pixelsToAverage++;
}
}
smoothedPixels[x + y * width] = c / pixelsToAverage;
}
}
return smoothedPixels;
}
}
}