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using System.Collections;
using UnityEngine;
public class ReplaceCubemap : MonoBehaviour
{
public string url = "your file name";
public int CubemapResolution = 256;
private Texture2D source;
private Vector3[][] faces =
{
new Vector3[] {
new Vector3(1.0f, 1.0f, -1.0f),
new Vector3(1.0f, 1.0f, 1.0f),
new Vector3(1.0f, -1.0f, -1.0f),
new Vector3(1.0f, -1.0f, 1.0f)
},
new Vector3[] {
new Vector3(-1.0f, 1.0f, 1.0f),
new Vector3(-1.0f, 1.0f, -1.0f),
new Vector3(-1.0f, -1.0f, 1.0f),
new Vector3(-1.0f, -1.0f, -1.0f)
},
new Vector3[] {
new Vector3(-1.0f, 1.0f, 1.0f),
new Vector3(1.0f, 1.0f, 1.0f),
new Vector3(-1.0f, 1.0f, -1.0f),
new Vector3(1.0f, 1.0f, -1.0f)
},
new Vector3[] {
new Vector3(-1.0f, -1.0f, -1.0f),
new Vector3(1.0f, -1.0f, -1.0f),
new Vector3(-1.0f, -1.0f, 1.0f),
new Vector3(1.0f, -1.0f, 1.0f)
},
new Vector3[] {
new Vector3(-1.0f, 1.0f, -1.0f),
new Vector3(1.0f, 1.0f, -1.0f),
new Vector3(-1.0f, -1.0f, -1.0f),
new Vector3(1.0f, -1.0f, -1.0f)
},
new Vector3[] {
new Vector3(1.0f, 1.0f, 1.0f),
new Vector3(-1.0f, 1.0f, 1.0f),
new Vector3(1.0f, -1.0f, 1.0f),
new Vector3(-1.0f, -1.0f, 1.0f)
}
};
void Update()
{
if (Input.GetKeyDown(KeyCode.F))
{
StartCoroutine(setImage());
}
}
IEnumerator setImage()
{
WWW www = new WWW(url);
Debug.Log(www.bytesDownloaded);
Debug.Log(www.progress);
Debug.Log(www.texture);
yield return www;
source = new Texture2D(www.texture.width, www.texture.height);
www.LoadImageIntoTexture(source);
Cubemap c = new Cubemap(CubemapResolution, TextureFormat.RGBA32, false);
Color[] CubeMapColors;
for (int i = 0; i < 6; i++)
{
CubeMapColors = CreateCubemapTexture(CubemapResolution, (CubemapFace)i);
c.SetPixels(CubeMapColors, (CubemapFace)i);
}
c.Apply();
DestroyImmediate(source);
DestroyImmediate(www.texture);
Texture2D[] texs = FindObjectsOfType<Texture2D>();
for (int i = 0; i < texs.Length; i++)
{
DestroyImmediate(texs[i]);
}
RenderSettings.skybox.SetTexture("_Tex", c);
}
private Color[] CreateCubemapTexture(int resolution, CubemapFace face)
{
Texture2D texture = new Texture2D(resolution, resolution, TextureFormat.RGB24, false);
Vector3 texelX_Step = (faces[(int)face][1] - faces[(int)face][0]) / resolution;
Vector3 texelY_Step = (faces[(int)face][3] - faces[(int)face][2]) / resolution;
float texelSize = 1.0f / resolution;
float texelIndex = 0.0f;
Color[] cols = new Color[resolution];
for (int y = 0; y < resolution; y++)
{
Vector3 texelX = faces[(int)face][0];
Vector3 texelY = faces[(int)face][2];
for (int x = 0; x < resolution; x++)
{
cols[x] = Project(Vector3.Lerp(texelX, texelY, texelIndex).normalized);
texelX += texelX_Step;
texelY += texelY_Step;
}
texture.SetPixels(0, y, resolution, 1, cols);
texelIndex += texelSize;
}
texture.wrapMode = TextureWrapMode.Clamp;
texture.Apply();
Color[] colors = texture.GetPixels();
DestroyImmediate(texture);
return colors;
}
private Color Project(Vector3 direction)
{
float theta = Mathf.Atan2(direction.z, direction.x) + Mathf.PI / 180.0f;
float phi = Mathf.Acos(direction.y);
int texelX = (int)(((theta / Mathf.PI) * 0.5f + 0.5f) * source.width);
if (texelX < 0) texelX = 0;
if (texelX >= source.width) texelX = source.width - 1;
int texelY = (int)((phi / Mathf.PI) * source.height);
if (texelY < 0) texelY = 0;
if (texelY >= source.height) texelY = source.height - 1;
return source.GetPixel(texelX, source.height - texelY - 1);
}
}
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