问题
I did not find a direct function in Color section or since there is no direct C# Unity function for picking the color from post render. How is the best approach for picking the color in the mouse position?
I have done research and looks like there is posible to make a screenshot and then look into the texture calculating the mouse position.
Input.GetMouseButtonDown(0)
Application.CaptureScreenshot("Screenshot.png");
// get the color pixel in the same coordinates of the mouse position
Vector3 mouseCoordinates = Input.mousePosition;
myFinalColor = tex.GetPixel((int)mouseCoordinates.x, (int)mouseCoordinates.y);
Or do I have to make a second camera and attach it to a mesh render?
回答1:
You just need to use GetPixel(x,y)
This is very simple.
- Save Screenshot to Texture2D for example MyTexture
- And add .GetPixel( x postion of moue , Y position of mouse )
Save it to your color for GetScreenShot ( make your View to Texture2D )
Color TheColorPicked; if (Input.GetMouseButtonDown(0)) { TheColorPicked = MyTexture.GetPixel(Input.mousePosition.x, Input.mousePosition.y); }
回答2:
Yes you can make your own colour picker. Here is the code thanks to Git-hub this page.
using UnityEngine;
using System.Collections;
// relies on: http://forum.unity3d.com/threads/12031-create-random-colors?p=84625&viewfull=1#post84625
public class ColorPicker : MonoBehaviour {
public bool useDefinedPosition = false;
public int positionLeft = 0;
public int positionTop = 0;
// the solid texture which everything is compared against
public Texture2D colorPicker;
// the picker being displayed
private Texture2D displayPicker;
// the color that has been chosen
public Color setColor;
private Color lastSetColor;
public bool useDefinedSize = false;
public int textureWidth = 360;
public int textureHeight = 120;
private float saturationSlider = 0.0F;
private Texture2D saturationTexture;
private Texture2D styleTexture;
public bool showPicker = false;
void Awake() {
if (!useDefinedPosition) {
positionLeft = (Screen.width / 2) - (textureWidth / 2);
positionTop = (Screen.height / 2) - (textureHeight / 2);
}
// if a default color picker texture hasn't been assigned, make one dynamically
if (!colorPicker) {
colorPicker = new Texture2D(textureWidth, textureHeight, TextureFormat.ARGB32, false);
ColorHSV hsvColor;
for (int i = 0; i < textureWidth; i++) {
for (int j = 0; j < textureHeight; j++) {
hsvColor = new ColorHSV((float)i, (1.0f / j) * textureHeight, 1.0f);
colorPicker.SetPixel(i, j, hsvColor.ToColor());
}
}
}
colorPicker.Apply();
displayPicker = colorPicker;
if (!useDefinedSize) {
textureWidth = colorPicker.width;
textureHeight = colorPicker.height;
}
float v = 0.0F;
float diff = 1.0f / textureHeight;
saturationTexture = new Texture2D(20, textureHeight);
for (int i = 0; i < saturationTexture.width; i++) {
for (int j = 0; j < saturationTexture.height; j++) {
saturationTexture.SetPixel(i, j, new Color(v, v, v));
v += diff;
}
v = 0.0F;
}
saturationTexture.Apply();
// small color picker box texture
styleTexture = new Texture2D(1, 1);
styleTexture.SetPixel(0, 0, setColor);
}
void OnGUI(){
if (!showPicker) return;
GUI.Box(new Rect(positionLeft - 3, positionTop - 3, textureWidth + 60, textureHeight + 60), "");
if (GUI.RepeatButton(new Rect(positionLeft, positionTop, textureWidth, textureHeight), displayPicker)) {
int a = (int)Input.mousePosition.x;
int b = Screen.height - (int)Input.mousePosition.y;
setColor = displayPicker.GetPixel(a - positionLeft, -(b - positionTop));
lastSetColor = setColor;
}
saturationSlider = GUI.VerticalSlider(new Rect(positionLeft + textureWidth + 3, positionTop, 10, textureHeight), saturationSlider, 1, -1);
setColor = lastSetColor + new Color(saturationSlider, saturationSlider, saturationSlider);
GUI.Box(new Rect(positionLeft + textureWidth + 20, positionTop, 20, textureHeight), saturationTexture);
if (GUI.Button(new Rect(positionLeft + textureWidth - 60, positionTop + textureHeight + 10, 60, 25), "Apply")) {
setColor = styleTexture.GetPixel(0, 0);
// hide picker
showPicker = false;
}
// color display
GUIStyle style = new GUIStyle();
styleTexture.SetPixel(0, 0, setColor);
styleTexture.Apply();
style.normal.background = styleTexture;
GUI.Box(new Rect(positionLeft + textureWidth + 10, positionTop + textureHeight + 10, 30, 30), new GUIContent(""), style);
}
}
You can also find this helpfull asset store packages 1 2.
来源:https://stackoverflow.com/questions/36905408/how-to-capture-the-color-from-screen-in-mouse-position-using-unity-and-c