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[ Plugin ] Adding Text-To-Texture at Runtime in Unity3D Without Using Render Texture

Added by 이 용운 almost 9 years ago

[ 참고 사이트 ]

유니티에서 실시간으로 렌더 텍스쳐를 사용하지 않고 텍스쳐에 텍스트 추가하기

2010년 8월 20일 Devin Reimer

데모 플레이는 여기 를 확인하십시오.

소스(유니티 패키지)를 얻으려면 여기 를 클릭하십시오.

TextToTexture 클래스만 얻으려면 여기 를 클릭하십시오.

소스는 유니티 2.6 버전 이상을 요구합니다.

설치 단계

  1. 그리드 패턴에서 글꼴 이미지를 만들고 kerning 값을 수집 ( 수동으로 하거나 Unity Font Mapper 를 사용하십시오. )
  2. 폰트 이미지( 텍스쳐 )를 유니티에 불러오기 하고 'Build Alpha From Grayscale' 를 선택하여 'Is Readable' 을 true 로 설정합니다.
  3. 이 텍스쳐를 메터리얼에 추가합니다.
  4. 유니티 내에서 사용자 정의 글꼴을 만듭니다. 만약 모든 부분에 이 폰트를 적용하고 싶지 않다면 Text-to-Texture 클래스에서 바로 기본 설정 및 사용자 정의 글꼴에서 문자 당 kerning 값을 무시하도록 설정할 수 있습니다. ( 이를 입력하는데 시간이 오래 걸릴 수 있습니다. )
  5. TextToTexture 클래스를 호출하는 스크립트를 생성하고 요구하는 모든 정보를 넘겨줍니다. ( 예제 소스: AddTextToTexture.cs )

참고 : 저자는 이 데모에서 Decal 메터리얼을 사용하였기 때문에 텍스트가 기본 텍스쳐 위에 나타난다고 합니다.

그러나 저희는 저희가 사용하고 싶은 메터리얼을 사용해서 다양한 효과를 볼 수 있습니다.

Kerning 이란?

Kerning


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