Answer the question
In order to leave comments, you need to log in
How to find out the level of illumination of an object?
There is a solar panel, how to find out if light hits it?
I thought something like:
Answer the question
In order to leave comments, you need to log in
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LightDetection : MonoBehaviour
{
[Header("Settings")]
[Tooltip("The camera who scans for light.")]
public Camera m_camLightScan;
[Tooltip("Show the light value in the log.")]
public bool m_bLogLightValue = false;
[Tooltip("Time between light value updates (default = 0.1f).")]
public float m_fUpdateTime = 0.1f;
public static float s_fLightValue;
private const int c_iTextureSize = 1;
private Texture2D m_texLight;
private RenderTexture m_texTemp;
private Rect m_rectLight;
private Color m_LightPixel;
private void Start()
{
StartLightDetection();
}
/// <summary>
/// Prepare all needed variables and start the light detection coroutine.
/// </summary>
private void StartLightDetection()
{
m_texLight = new Texture2D(c_iTextureSize, c_iTextureSize, TextureFormat.RGB24, false);
m_texTemp = new RenderTexture(c_iTextureSize, c_iTextureSize, 24);
m_rectLight = new Rect(0f, 0f, c_iTextureSize, c_iTextureSize);
StartCoroutine(LightDetectionUpdate(m_fUpdateTime));
}
/// <summary>
/// Updates the light value each x seconds.
/// </summary>
/// <param name="_fUpdateTime">Time in seconds between updates.</param>
/// <returns></returns>
private IEnumerator LightDetectionUpdate(float _fUpdateTime)
{
while (true)
{
//Set the target texture of the cam.
m_camLightScan.targetTexture = m_texTemp;
//Render into the set target texture.
m_camLightScan.Render();
//Set the target texture as the active rendered texture.
RenderTexture.active = m_texTemp;
//Read the active rendered texture.
m_texLight.ReadPixels(m_rectLight, 0, 0);
//Reset the active rendered texture.
RenderTexture.active = null;
//Reset the target texture of the cam.
m_camLightScan.targetTexture = null;
//Read the pixel in middle of the texture.
m_LightPixel = m_texLight.GetPixel(c_iTextureSize / 2, c_iTextureSize / 2);
//Calculate light value, based on color intensity (from 0f to 1f).
s_fLightValue = (m_LightPixel.r + m_LightPixel.g + m_LightPixel.b) / 3f;
if (m_bLogLightValue)
{
Debug.Log("Light Value: " + s_fLightValue);
}
yield return new WaitForSeconds(_fUpdateTime);
}
}
}
Mm.... I'm afraid it's impossible to do. There are no such functions in the unit and the language.
Didn't find what you were looking for?
Ask your questionAsk a Question
731 491 924 answers to any question