Unity 3D : Texture2D 縮放大小

方法一 :

Texture2D ScaleTexture(Texture2D source, float targetWidth, float targetHeight)
{
       Texture2D result = new Texture2D((int)targetWidth, (int)targetHeight, source.format, false);

       float incX = (1.0f / targetWidth);
       float incY = (1.0f / targetHeight);

       for (int i = 0; i < result.height; ++i)
       {
           for (int j = 0; j < result.width; ++j)
           {
               Color newColor = source.GetPixelBilinear((float)j / (float)result.width, (float)i / (float)result.height);
               result.SetPixel(j, i, newColor);
           }
       }

       result.Apply();
       return result;
}

方法二 ( GPU )

原始圖像大小除以 divideSize = 新圖像大小,如果 divideSize = 2,那麼新圖像將會縮小為原來的四分之一 ( 長寬各除以 2 )

C # :

RenderTexture Resize(ComputeShader shader, int divideSize) {
        RenderTexture t = new RenderTexture(inputTexture.width/ divideSize, inputTexture.height / divideSize, 24, RenderTextureFormat.ARGBFloat);
        t.enableRandomWrite = true;
        t.Create();
        int k = shader.FindKernel("Resize");
        shader.SetInt("divideSize", divideSize);        
        shader.SetTexture(k, "inputTexture", inputTexture);
        shader.SetTexture(k, "outputTexture", t);
        shader.Dispatch(k, inputTexture.width / 8, inputTexture.height / 8, 1);
        return t;
}

Compute Shader :

#pragma kernel Resize

int divideSize; // 原始圖像大小除以這個值
Texture2D inputTexture;
RWTexture2D <float4> outputTexture;

[numthreads(8, 8, 1)]
void Resize(uint3 id : SV_DispatchThreadID) 
{
	outputTexture[id.xy / divideSize] = inputTexture[id.xy];
}
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