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// !! AI ARTIFACT !!
// This code was originally generated by Claude 3.5 Sonnet.
using UnityEngine;
using UnityEditor;
public enum NoiseType
{
OneDimensional,
TwoDimensional,
ThreeDimensional,
FourDimensional,
NormalizedThreeDimensional
}
public class WhiteNoiseTextureGenerator : EditorWindow
{
private int textureWidth = 32;
private int textureHeight = 32;
private int textureDepth = 32;
private string textureName = "WhiteNoiseTexture";
private NoiseType noiseType = NoiseType.ThreeDimensional;
[MenuItem("Tools/yum_food/White Noise Texture Generator")]
public static void ShowWindow()
{
GetWindow<WhiteNoiseTextureGenerator>("White Noise Texture Generator");
}
private void OnGUI()
{
GUILayout.Label("White Noise Texture Generator", EditorStyles.boldLabel);
textureWidth = EditorGUILayout.IntField("Texture Width", textureWidth);
textureHeight = EditorGUILayout.IntField("Texture Height", textureHeight);
textureDepth = EditorGUILayout.IntField("Texture Depth", textureDepth);
textureName = EditorGUILayout.TextField("Texture Name", textureName);
noiseType = (NoiseType)EditorGUILayout.EnumPopup("Noise Type", noiseType);
if (GUILayout.Button("Generate Texture"))
{
if (textureWidth <= 0 || textureHeight <= 0 || textureDepth <= 0)
{
EditorUtility.DisplayDialog("Error", "Texture dimensions must be greater than zero.", "OK");
return;
}
GenerateWhiteNoiseTexture();
}
}
private void GenerateWhiteNoiseTexture()
{
TextureFormat format = GetTextureFormat();
Texture3D texture = new Texture3D(textureWidth, textureHeight, textureDepth, format, false);
Color[] colors = new Color[textureWidth * textureHeight * textureDepth];
for (int z = 0; z < textureDepth; z++)
{
for (int y = 0; y < textureHeight; y++)
{
for (int x = 0; x < textureWidth; x++)
{
int index = x + y * textureWidth + z * textureWidth * textureHeight;
colors[index] = GenerateColor();
}
}
}
texture.SetPixels(colors);
texture.Apply();
string path = $"Assets/{textureName}.asset";
AssetDatabase.CreateAsset(texture, path);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
EditorUtility.DisplayDialog("Success", $"White noise texture generated and saved at {path}", "OK");
}
private TextureFormat GetTextureFormat()
{
switch (noiseType)
{
case NoiseType.OneDimensional:
return TextureFormat.R8;
case NoiseType.TwoDimensional:
return TextureFormat.RG16;
case NoiseType.ThreeDimensional:
case NoiseType.NormalizedThreeDimensional:
return TextureFormat.RGB48;
case NoiseType.FourDimensional:
return TextureFormat.RGBA32;
default:
return TextureFormat.RGB24;
}
}
private Color GenerateColor()
{
switch (noiseType)
{
case NoiseType.OneDimensional:
return new Color(Random.value, 0, 0, 1);
case NoiseType.TwoDimensional:
return new Color(Random.value, Random.value, 0, 1);
case NoiseType.ThreeDimensional:
return new Color(Random.value, Random.value, Random.value, 1);
case NoiseType.FourDimensional:
return new Color(Random.value, Random.value, Random.value, Random.value);
case NoiseType.NormalizedThreeDimensional:
Vector3 normalizedColor = Random.insideUnitSphere.normalized;
return new Color(normalizedColor.x * 0.5f + 0.5f, normalizedColor.y * 0.5f + 0.5f, normalizedColor.z * 0.5f + 0.5f, 1);
default:
return Color.white;
}
}
}
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