Firstborn/Assets/Extensions/unitycoder_com/DemoRunTime/Scripts/NormalMapMakerRuntimeDemo.cs

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using UnityEngine;
using System.Collections;
using System;
public class NormalMapMakerRuntimeDemo : MonoBehaviour
{
// example texture to load
public string url = "http://upload.wikimedia.org/wikipedia/commons/4/49/Olivine_basalt2.jpg";
// Sample texture: "Olivine basalt2". Licensed under Creative Commons Attribution-Share Alike 3.0 via Wikimedia Commons
// http://commons.wikimedia.org/wiki/File:Olivine_basalt2.jpg#mediaviewer/File:Olivine_basalt2.jpg
void Start ()
{
// call our image loader & converter sample
StartCoroutine("LoadImageFromWebAndConvertToNormalMap");
}
// example: Loads texture using WWW, then filters it, converts to normalmap, creates specular map and assigns them to material
IEnumerator LoadImageFromWebAndConvertToNormalMap()
{
Debug.Log ("Loading texture:" + url);
WWW www = new WWW(url);
yield return www;
Debug.Log ("Finished loading");
if (!String.IsNullOrEmpty(www.error)) Debug.Log("Texture loading error:" + www.error);
// assign as maintexture
GetComponent<Renderer>().material.mainTexture = www.texture;
// OPTIONAL: filter the texture first before creating normal map
Debug.Log ("Filtering texture..");
Texture2D filteredTex = NormalMapTools.FilterMedian(www.texture,5);
// create normal map
Debug.Log ("Creating normal map");
Texture2D normalTex = NormalMapTools.CreateNormalmap(filteredTex,6);
//Texture2D normalTex = NormalMapTools.CreateNormalmap(www.texture,5); // if want to use original texture, instead of filtered
GetComponent<Renderer>().material.SetTexture("_BumpMap",normalTex);
// NOTE: Normal map shader needs to be modified, UnpackNormal() is not needed, it breaks the runtime normalmap..
// http://forum.unity3d.com/threads/creating-runtime-normal-maps-using-rendertotexture.135841/#post-924587
// create specular map
// Texture2D specularTex = NormalMapTools.CreateSpecular(www.texture,1.2f,0.35f); // using original texture
Debug.Log ("Creating specular map");
Texture2D specularTex = NormalMapTools.CreateSpecular(filteredTex,1.2f,0.5f); // using filtered texture
GetComponent<Renderer>().material.SetTexture("_SpecMap",specularTex);
// EXTRA TOOLS: combine rgb texture + specular texture (if you want to use unity default specular shader which takes main texture as RGB + A = gloss)
//Debug.Log ("Combining RGB + Specular");
//Texture2D RGBSpecTex = NormalMapTools.CombineRGBAndSpecular(www.texture,specularTex);
//renderer.material.mainTexture = RGBSpecTex;
}
}