GetUVDistributionMetric(int)
The UV distribution metric can be used to calculate the desired mipmap level based on the position of the camera.
Read time 2 minutesLast updated 8 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
public float GetUVDistributionMetric(int uvSetIndex)
Parameters
UV set index to return the UV distibution metric for. 0 for first.
Returns
Type | Description |
|---|---|
| float | Average of triangle area / uv area. |
Remarks
The example code shows how this value can be used with some camera properties to calculate a required mipmap level.
Examples
using UnityEngine;public class MyMipmapClass : MonoBehaviour{ private Vector3 m_CameraPosition; private float m_CameraEyeToScreenDistanceSquared; private float m_MeshUVDistributionMetric; private float m_TexelCount; private Texture2D m_Texture; public void SetView(Vector3 cameraPosition, float cameraHalfAngle, float screenHalfHeight, float aspectRatio) { m_CameraPosition = cameraPosition; m_CameraEyeToScreenDistanceSquared = Mathf.Pow(screenHalfHeight / Mathf.Tan(cameraHalfAngle), 2.0f); // Switch to using the horizontal dimension if larger if (aspectRatio > 1.0f) // Width is larger than height m_CameraEyeToScreenDistanceSquared *= aspectRatio; } public void SetView(Camera camera) { float cameraHA = Mathf.Deg2Rad * camera.fieldOfView * 0.5f; float screenHH = (float)camera.pixelHeight * 0.5f; SetView(camera.transform.position, cameraHA, screenHH, camera.aspect); } private int CalculateMipmapLevel(Bounds bounds, float uvDistributionMetric, float texelCount) { // based on http://web.cse.ohio-state.edu/~crawfis.3/cse781/Readings/MipMapLevels-Blog.html // screenArea = worldArea * (ScreenPixels/(D*tan(FOV)))^2 // mip = 0.5 * log2 (uvArea / screenArea) float dSq = bounds.SqrDistance(m_CameraPosition); if (dSq < 1e-06) return 0; // uvDistributionMetric is the average of triangle area / uv area (a ratio from world space triangle area to normalised uv area) // - triangle area is in world space // - uv area is in normalised units (0->1 rather than 0->texture size) // m_CameraEyeToScreenDistanceSquared / dSq is the ratio of screen area to world space area float v = (texelCount * dSq) / (uvDistributionMetric * m_CameraEyeToScreenDistanceSquared); float desiredMipLevel = 0.5f * Mathf.Log(v, 2); return (int)desiredMipLevel; } // Pick the larger two scales of the 3 components and multiply together float GetLargestAreaScale(float x, float y, float z) { if (x > y) { if (y > z) return x * y; else return x * z; } else // x <= y { if (x < z) return y * z; else return x * y; } } public void Start() { Mesh mesh = GetComponent<MeshFilter>().sharedMesh; m_MeshUVDistributionMetric = mesh.GetUVDistributionMetric(0); // If the mesh has a transform scale or uvscale it would need to be applied here // Transform scale: // Use two scale values as we need an 'area' scale. // Use the two largest component to usa a more conservative selection and pick the higher resolution mip m_MeshUVDistributionMetric *= GetLargestAreaScale(transform.lossyScale.x, transform.lossyScale.y, transform.lossyScale.z); // To determine uv scale for a material use Material.GetTextureScale // If there is a uv scale to apply then divide the m_MeshUVDistributionMetric by (uvScale.x * uvScale.y) m_TexelCount = m_Texture.width * m_Texture.height; } public void Update() { SetView(Camera.main); m_Texture.requestedMipmapLevel = CalculateMipmapLevel(GetComponent<Renderer>().bounds, m_MeshUVDistributionMetric, m_TexelCount); }}