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Question by cftcimert · Mar 10, 2021 at 01:02 PM · texturebuild

Texture Apply does not work when build.

Processing textures feature does not work when building while working in the editor. My code is here.

 public class MyShaderBehavior : MonoBehaviour
 {
     [Tooltip("Number of pixels per 1 unit of size in world coordinates.")]
     [Range(16, 8182)]
     public int textureSize = 64;
 
     private readonly Color c_color = new Color(0, 0, 0, 0);
 
     private Material m_material;
     [HideInInspector] public  Texture2D m_texture;
     private bool m_isEnabled = false;
 
     private readonly object m_lockFlag = new object();
 
     void Start()
     {
         Renderer renderer = GetComponent<Renderer>();
         if (renderer == null)
             return;
 
         foreach (Material material in renderer.materials)
         {
             if (material.shader.name.Contains("Custom/PaintShaders/"))
             {
                 m_material = material;
                 break;
             }
         }
 
         if (m_material != null)
         {
             m_texture = new Texture2D(textureSize, textureSize);
             for (int x = 0; x < textureSize; ++x)
                 for (int y = 0; y < textureSize; ++y)
                     m_texture.SetPixel(x, y, c_color);
             m_texture.Apply();
 
             m_material.SetTexture("_DrawingTex", m_texture);
             m_isEnabled = true;
         }
     }
 
     public void PaintOnColored(Vector2 textureCoord, float[,] splashTexture, Color color)
     {
         MyPaintOn(textureCoord, splashTexture, color);
     }
 
     private void MyPaintOn(Vector2 textureCoord, float[,] splashTexture, Color targetColor)
     {
         if (m_isEnabled)
         {
             lock (m_lockFlag)
             {
                 Stopwatch sw = new Stopwatch();
                 sw.Start();
                 int reqnx = splashTexture.GetLength(0);
                 int reqny = splashTexture.GetLength(1);
                 int reqX = (int)(textureCoord.x * textureSize) - (reqnx / 2);
                 int reqY = (int)(textureCoord.y * textureSize) - (reqny / 2);
                 int right = m_texture.width - 1;
                 int bottom = m_texture.height - 1;
 
                 int x = IntMax(reqX, 0);
                 int y = IntMax(reqY, 0);
                 int nx = IntMin(x + reqnx, right) - x;
                 int ny = IntMin(y + reqny, bottom) - y;
 
                 Color[] pixels = m_texture.GetPixels(x, y, nx, ny);
 
                 int counter = 0;
                 for (int i = 0; i < nx; ++i)
                 {
                     for (int j = 0; j < ny; ++j)
                     {
                         float currAlpha = splashTexture[i, j];
                         if (currAlpha == 1)
                             pixels[counter] = targetColor;
                         else
                         {
                             Color currColor = pixels[counter];
                             // resulting color is an addition of splash texture to the texture based on alpha
                             Color newColor = Color.Lerp(currColor, targetColor, currAlpha);
                             // but resulting alpha is a sum of alphas (adding transparent color should not make base color more transparent)
                             newColor.a = pixels[counter].a + currAlpha;
                             pixels[counter] = newColor;
                         }
                         counter++;
                     }
                 }
 
                 m_texture.SetPixels(x, y, nx, ny, pixels);
                 m_texture.Apply();
                 sw.Stop();
             }   
         }
     }
 
     private int IntMax(int a, int b)
     {
         return a > b ? a : b;
     }
 
     private int IntMin(int a, int b)
     {
         return a < b ? a : b;
     }
 }
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