Hi!
So, finally I can give a little contribution to the community, hope somebody will find this helpful!
It's a part of a camouflage generator system.
It does not generate a brand new camouflage texture, but it allows the user to choose the colours he wants to use on a selected texture that works as a mask.
The inputs are:
- RGB texture (marked read/write)
- color 1
- color 2
- color 3
The output is:
- RGB texture (marked read/write)
The FSM replaces the RGB channels in the original texture using the 3 colors chosen by the user and writes the result on another texture.
Limitations:
- only square textures, but you can easily split the X and Y components and change the loop actions
- only RGB channels considered, I'll work on Alpha later on if needed (I hope somebody will help me make a much faster script by using the graphic functions of Unity, this should be a thunder of 1/1000 of second, and probably also a dedicated shader for my game)
- long times: generation of a single 1024 texture takes around 5 seconds. Not too much for a single texture, but too much if you have 10 of these to build!
2 versions are included in the
package: the optimized one and a schematic one, good to learn and understand what's going on (and to spot my highly inefficient code flow

).
Tell me if you like it!
And... I'm looking for help, I'm building a game similar to World of Tanks, anyone interested?
