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Snippet for generation helper texture for mip level colorization (http://aras-p.info/blog/2011/05/03/a-way-to-visualize-mip-levels/)
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static public Texture2D CreateMipColorsTexture() | |
{ | |
var MipColorsTexture = new Texture2D(32, 32, TextureFormat.ARGB32, true); | |
MipColorsTexture.hideFlags = HideFlags.HideAndDontSave; | |
Color[] colorArray = new Color[6] | |
{ | |
new Color(0.0f, 0.0f, 1.0f, 0.8f), | |
new Color(0.0f, 0.5f, 1.0f, 0.4f), | |
new Color(1.0f, 1.0f, 1.0f, 0.0f), | |
new Color(1.0f, 0.7f, 0.0f, 0.2f), | |
new Color(1.0f, 0.3f, 0.0f, 0.6f), | |
new Color(1.0f, 0.0f, 0.0f, 0.8f) | |
}; | |
int maxMips = Mathf.Min(6, MipColorsTexture.mipmapCount); | |
for (int mip = 0; mip < maxMips; ++mip) | |
{ | |
int mipWidth = Mathf.Max(MipColorsTexture.width >> mip, 1); | |
int mipHeight = Mathf.Max(MipColorsTexture.height >> mip, 1); | |
Color[] colors = new Color[mipWidth * mipHeight]; | |
for (int index = 0; index < colors.Length; ++index) | |
{ | |
colors[index] = colorArray[mip]; | |
} | |
MipColorsTexture.SetPixels(colors, mip); | |
} | |
MipColorsTexture.filterMode = FilterMode.Trilinear; | |
MipColorsTexture.Apply(false); | |
return MipColorsTexture; | |
} |
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