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| 1 | +using System; |
| 2 | +using System.Collections; |
| 3 | +using System.Collections.Generic; |
| 4 | +using UnityEngine; |
| 5 | + |
| 6 | +// This script gets the color of a sprite in realtime |
| 7 | +// Usage: Attach this script to any gameobject having a sprite renderer component |
| 8 | + |
| 9 | +public class SpriteColor : MonoBehaviour |
| 10 | +{ |
| 11 | + public static Color GetColor { get; set; } |
| 12 | + |
| 13 | + public SpriteRenderer targetSprite; |
| 14 | + |
| 15 | + Color finalColor; |
| 16 | + |
| 17 | + void Update() |
| 18 | + { |
| 19 | + GetSpritePixelColorUnderMousePointer(targetSprite, out finalColor); |
| 20 | + } |
| 21 | + |
| 22 | + public bool GetSpritePixelColorUnderMousePointer(SpriteRenderer spriteRenderer, out Color color) |
| 23 | + { |
| 24 | + color = new Color(); |
| 25 | + Camera cam = Camera.main; |
| 26 | + Vector2 mousePos = Input.mousePosition; |
| 27 | + Vector2 viewportPos = cam.ScreenToViewportPoint(mousePos); |
| 28 | + if (viewportPos.x < 0.0f || viewportPos.x > 1.0f || viewportPos.y < 0.0f || viewportPos.y > 1.0f) return false; // out of viewport bounds |
| 29 | + |
| 30 | + // Cast a ray from viewport point into world |
| 31 | + Ray ray = cam.ViewportPointToRay(viewportPos); |
| 32 | + |
| 33 | + // Check for intersection with sprite and get the color |
| 34 | + return IntersectsSprite(spriteRenderer, ray, out color); |
| 35 | + } |
| 36 | + |
| 37 | + private bool IntersectsSprite(SpriteRenderer spriteRenderer, Ray ray, out Color color) |
| 38 | + { |
| 39 | + color = new Color(); |
| 40 | + if (spriteRenderer == null) return false; |
| 41 | + |
| 42 | + Sprite sprite = spriteRenderer.sprite; |
| 43 | + if (sprite == null) return false; |
| 44 | + |
| 45 | + Texture2D texture = sprite.texture; |
| 46 | + if (texture == null) return false; |
| 47 | + |
| 48 | + |
| 49 | + // Craete a plane so it has the same orientation as the sprite transform |
| 50 | + Plane plane = new Plane(transform.forward, transform.position); |
| 51 | + |
| 52 | + // Intersect the ray and the plane |
| 53 | + float rayIntersectDist; // the distance from the ray origin to the intersection point |
| 54 | + if (!plane.Raycast(ray, out rayIntersectDist)) return false; |
| 55 | + |
| 56 | + // Convert world position to sprite position |
| 57 | + // worldToLocalMatrix.MultiplyPoint3x4 returns a value from based on the texture dimensions (+/- half texDimension / pixelsPerUnit) ) |
| 58 | + // 0, 0 corresponds to the center of the TEXTURE ITSELF, not the center of the trimmed sprite textureRect |
| 59 | + |
| 60 | + Vector3 spritePos = spriteRenderer.worldToLocalMatrix.MultiplyPoint3x4(ray.origin + (ray.direction * rayIntersectDist)); |
| 61 | + Rect textureRect = sprite.textureRect; |
| 62 | + float pixelsPerUnit = sprite.pixelsPerUnit; |
| 63 | + float halfRealTexWidth = texture.width * 0.5f; // use the real texture width here because center is based on this -- probably won't work right for atlases |
| 64 | + float halfRealTexHeight = texture.height * 0.5f; |
| 65 | + // Convert to pixel position, offsetting so 0,0 is in lower left instead of center |
| 66 | + int texPosX = (int)(spritePos.x * pixelsPerUnit + halfRealTexWidth); |
| 67 | + int texPosY = (int)(spritePos.y * pixelsPerUnit + halfRealTexHeight); |
| 68 | + // Check if pixel is within texture |
| 69 | + if (texPosX < 0 || texPosX < textureRect.x || texPosX >= Mathf.FloorToInt(textureRect.xMax)) return false; // out of bounds |
| 70 | + if (texPosY < 0 || texPosY < textureRect.y || texPosY >= Mathf.FloorToInt(textureRect.yMax)) return false; // out of bounds |
| 71 | + // Get pixel color |
| 72 | + color = texture.GetPixel(texPosX, texPosY); |
| 73 | + GetColor = color; |
| 74 | + |
| 75 | + return true; |
| 76 | + } |
| 77 | + |
| 78 | +} |
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