

Local texture = Texture.new("spritesheet1.png") so if we wanted to pick a sprite from a spritesheet, When you want to load a portion of an image, more so like a region, Gideros offers us the TextureRegion.new API function. Note: There is however functionality called MovieClips, this can act like a tween for sprites if you want to create a frame based movement animation, you can also create frame by frame animation by setting a new image/sprite for each frame and then setting it to repeat. This is true for any of the other Lua based frameworks too, that's how it works. While both these work, as a developer I would expect that I do not have to do all this juggling. Image1 = Bitmap.new(Texture.new("image2.png")) We remove the object and create a new object in its place with the new image. Local image2 = Bitmap.new(Texture.new("image2.png"))Ģ. Local image1 = Bitmap.new(Texture.new("image1.png")) When we hide image1, we showimage2, that gives us the illusion of having changed the image. We create two bitmaps and hide toggle the visibility of each while showing the images. How do we replace this image with a new bitmap?ġ. Local image = Bitmap.new(Texture.new("myimage.png"))

#Gideros set sprite of texture how to#
The new release of Gideros 2012.8.2 has brought an innovative way to manage bitmaps and as a result of that, sprites and animations are going to be waaaaaaay faster.įirst, let us look at how to create an image with Gideros. The lack of animation and the performance both can be detrimental for the application's success.
#Gideros set sprite of texture code#
You might instead want to adjust your image filtering code to give it a sharper response even when working on mipmap filtered input.Sprites and Animation are one of the most important aspects of a Game. Just beware that turning off mipmaps can produce some very distracting artifacts if you're scaling the image down significantly, or if it's going to move or be displayed in perspective. Tex = new Texture2D(2, 2, TextureFormat.RGBA32, generateMipMaps) ĭoes that make the dynamically loaded texture behave more like your Sprite asset? So, try loading your image without mipmaps: public static Texture2D LoadPNG(string filePath, bool generateMipMaps = false) In your second image, slight mipmap aliasing could be what's giving you sharper detail and more speckling in the hair. Mipmaps solve this by blurring together adjacent pixels of the texture when rendering at reduced size, but for your case that doesn't seem to be the effect you want. Without mipmaps, when we draw the texture at less than native size, we'll tend to see aliasing artifacts - edges will look sharper than normal, and in high detail areas we might get noisy speckling. So, this is a likely source of the difference you're seeing. When you import a Sprite into Unity, it defaults to not including mipmaps. This creates a texture with mipmaps by default. So, we just need to figure out which of those "Sprite (2D and UI)" default settings is different from what you're getting when you load your texture by code. The "Sprite (2D and UI)" import mode you see is a bit of a shortcut to both import the Texture2D texture with some default settings suitable for sprite use AND create one or more Sprite objects sliced from it, as one bundled asset (hence the expansion arrow in the Project folder). I convert the original image to inverted & blurred, grayscale texture using some image processing code (C#, Unity -> working around with GetPixels and SetPixels).Īs I'd mentioned in the comments earlier, a Sprite in Unity isn't really a "type" of texture.

The effect of the shader (which takes two texture typesĪnd then returns a Sketch Effect to the object. I've seen options like " AssetImporter" but it only works in Editor. I need to change Type of Texture to Sprite before assigning it to the material. As the particular shader I'm using, works best if the Texture Type is set to Sprite (I tested it by manually placing the texture file in Project and then assigning the texture to Material). It seems that this texture is set as "Default" or "Normal" Type when imported from file and then assigned to Material dynamically. Tex.LoadImage(fileData) //.this will auto-resize the texture dimensions. LoadPNG method code: public static Texture2D LoadPNG(string filePath) Texture2D texture = LoadPNG("D:/download.jpg") I need to convert the TextureType to "Sprite". It seems that the Texture2D retrieved from file is by default Normal Map. How can we convert the Texture2D type to "Sprite" using the script (not in Editor)?
