所以繼承人我用來在立方體的每一面上放置不同的圖像的代碼。它需要一個帶有一組圖像的Texture2d。
atlas = new Texture2D(512, 512);
atlasUVs = atlas.PackTextures(atlasTextures, 1, 512);
GetComponent<Renderer>().material.mainTexture = atlas;
mesh = GetComponent<MeshFilter>().mesh;
originalUVs = new Vector2[mesh.vertices.Length];
// Front
originalUVs[0] = new Vector2(atlasUVs[0].xMin, atlasUVs[0].yMin);
originalUVs[1] = new Vector2(atlasUVs[0].xMax, atlasUVs[0].yMin);
originalUVs[2] = new Vector2(atlasUVs[0].xMin, atlasUVs[0].yMax);
originalUVs[3] = new Vector2(atlasUVs[0].xMax, atlasUVs[0].yMax);
// Top
originalUVs[4] = new Vector2(atlasUVs[1].xMin, atlasUVs[1].yMax);
originalUVs[5] = new Vector2(atlasUVs[1].xMax, atlasUVs[1].yMax);
originalUVs[8] = new Vector2(atlasUVs[1].xMin, atlasUVs[1].yMin);
originalUVs[9] = new Vector2(atlasUVs[1].xMax, atlasUVs[1].yMin);
// Back
originalUVs[6] = new Vector2(atlasUVs[2].xMax, atlasUVs[2].yMin);
originalUVs[7] = new Vector2(atlasUVs[2].xMin, atlasUVs[2].yMin);
originalUVs[10] = new Vector2(atlasUVs[2].xMax, atlasUVs[2].yMax);
originalUVs[11] = new Vector2(atlasUVs[2].xMin, atlasUVs[2].yMax);
// Bottom
originalUVs[12] = new Vector2(atlasUVs[3].xMin, atlasUVs[3].yMin);
originalUVs[13] = new Vector2(atlasUVs[3].xMin, atlasUVs[3].yMax);
originalUVs[14] = new Vector2(atlasUVs[3].xMax, atlasUVs[3].yMax);
originalUVs[15] = new Vector2(atlasUVs[3].xMax, atlasUVs[3].yMin);
// Left
originalUVs[16] = new Vector2(atlasUVs[4].xMin, atlasUVs[4].yMin);
originalUVs[17] = new Vector2(atlasUVs[4].xMin, atlasUVs[4].yMax);
originalUVs[18] = new Vector2(atlasUVs[4].xMax, atlasUVs[4].yMax);
originalUVs[19] = new Vector2(atlasUVs[4].xMax, atlasUVs[4].yMin);
// Right
originalUVs[20] = new Vector2(atlasUVs[5].xMin, atlasUVs[5].yMin);
originalUVs[21] = new Vector2(atlasUVs[5].xMin, atlasUVs[5].yMax);
originalUVs[22] = new Vector2(atlasUVs[5].xMax, atlasUVs[5].yMax);
originalUVs[23] = new Vector2(atlasUVs[5].xMax, atlasUVs[5].yMin);
mesh.uv = originalUVs;
這裏是鏈接,它是基於:
http://answers.unity3d.com/questions/542787/change-texture-of-cube-sides.html