Painting sprite in unity - unity3d

Problem :
I want to make prototype for cleaning windows (I mean cleaning dirty windows) in unity.
I was searching about this subject and finding that I can change pixel by Texture2D.SetPixel().
I try to do it by this method, First I enabled read/write of texture and try this method but nothing happened on my sprite.
So I want to ask it if it's possible to change alpha of the sprite that is clicked by mouse or touched to show the below sprite of original one !?
My Code :
private RaycastHit2D hitInfo;
private SpriteRenderer spriteRendererComponent;
private Color zeroAlpha;
// Use this for initialization
void Start ()
{
spriteRendererComponent = transform.GetComponent<SpriteRenderer>();
zeroAlpha = Color.blue;
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButton(0))
{
MouseClick();
}
}
public void MouseClick()
{
Vector2 mousePosition = Vector2.zero;
mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
hitInfo = Physics2D.Raycast(mousePosition, Vector2.zero);
if (hitInfo)
{
spriteRendererComponent.sprite.texture.SetPixel((int)hitInfo.point.x, (int)hitInfo.point.y, zeroAlpha);
spriteRendererComponent.sprite.texture.Apply();
}
}
Answer :
You can use this thread for Optimizing of changing pixels of sprite
I've found answer about changing pixels of sprite (Painting)
public float radius;
public Color InitialColor;
private RaycastHit2D hitInfo;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (CustomInput.ControlStay())
{
hitInfo = CustomInput.ClickednTouched().hitInfo;
if (hitInfo)
{
UpdateTexture();
}
}
}
public Texture2D CopyTexture2D(Texture2D copiedTexture2D)
{
float differenceX;
float differenceY;
//Create a new Texture2D, which will be the copy
Texture2D texture = new Texture2D(copiedTexture2D.width, copiedTexture2D.height);
//Choose your filtermode and wrapmode
texture.filterMode = FilterMode.Bilinear;
texture.wrapMode = TextureWrapMode.Clamp;
//Center of hit point circle
int m1 = (int)((hitInfo.point.x + 2.5f) / 5 * copiedTexture2D.width);
int m2 = (int)((hitInfo.point.y + 2.5f) / 5 * copiedTexture2D.height);
for (int x = 0; x < texture.width; x++)
{
for (int y = 0; y < texture.height; y++)
{
differenceX = x - m1;
differenceY = y - m2;
//INSERT YOUR LOGIC HERE
if (differenceX * differenceX + differenceY * differenceY <= radius * radius)
{
//This line of code and if statement, turn all texture pixels within radius to zero alpha
texture.SetPixel(x, y, InitialColor);
}
else
{
//This line of code is REQUIRED. Do NOT delete it. This is what copies the image as it was, without any change
texture.SetPixel(x, y, copiedTexture2D.GetPixel(x, y));
}
}
}
//This finalizes it. If you want to edit it still, do it before you finish with Apply(). Do NOT expect to edit the image after you have applied.
texture.Apply();
return texture;
}
public void UpdateTexture()
{
SpriteRenderer mySpriteRenderer = gameObject.GetComponent<SpriteRenderer>();
Texture2D newTexture2D = CopyTexture2D(mySpriteRenderer.sprite.texture);
//Get the name of the old sprite
string tempName = mySpriteRenderer.sprite.name;
//Create a new sprite
mySpriteRenderer.sprite = Sprite.Create(newTexture2D, mySpriteRenderer.sprite.rect, new Vector2(0.5f, 0.5f));
//Name the sprite, the old name
mySpriteRenderer.sprite.name = tempName;
//Update the material
//If you have multiple sprites, you will want to do this in a loop
//mySpriteRenderer.material.mainTexture = newTexture2D;
//mySpriteRenderer.material.shader = Shader.Find("Unlit/Transparent");
}
Another problem :
Finding pixel on sprite :
In Unity3d we have RaycastHit.textureCoord but it doesn't exist anymore in 2D. I was searching about this problem, a lot but I didn't find anything useful.
So I want to know the solution for this problem and I'm wondering why method like textureCoord in 3D doesn't exist in 2D.
Answer :
I've found answer again as you see in the previous code for finding pixel on sprite.
Thread : Finding pixel on sprite in Unity

Check this out!
I have fixed your script. Works on different texture sizes. Different texture places and camera size. Require box collider 2d.
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
public float radius;
public Color InitialColor;
private RaycastHit2D hitInfo;
// Update is called once per frame
void Update()
{
if (Input.GetMouseButton(0))
{
hitInfo = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
if (hitInfo)
{
UpdateTexture();
}
}
if (Input.GetMouseButtonUp(0))
{
Resources.UnloadUnusedAssets();
}
}
public Texture2D CopyTexture2D(Texture2D copiedTexture2D)
{
float differenceX;
float differenceY;
//Create a new Texture2D, which will be the copy
Texture2D texture = new Texture2D(copiedTexture2D.width, copiedTexture2D.height);
//Choose your filtermode and wrapmode
texture.filterMode = FilterMode.Bilinear;
texture.wrapMode = TextureWrapMode.Clamp;
//Center of hit point circle
int m1 = (int)((hitInfo.point.x - hitInfo.collider.bounds.min.x) * (copiedTexture2D.width / hitInfo.collider.bounds.size.x));
int m2 = (int)((hitInfo.point.y - hitInfo.collider.bounds.min.y) * (copiedTexture2D.height / hitInfo.collider.bounds.size.y));
//Vector2 extremeScreenPoint = Camera.main.ScreenToWorldPoint(new Vector2(0, 0));
//Debug.Log("extremeScreenPoint= " + extremeScreenPoint.x
// + " hitInfo.point.x =" + hitInfo.point.x
// //+ " mousePosition =" + Camera.main.ScreenToWorldPoint(Input.mousePosition).x
// + " bounds.min =" + hitInfo.collider.bounds.min .x
// + " bounds.max =" + hitInfo.collider.bounds.max .x
// + " size =" + hitInfo.collider.bounds.size.x
// + " hit =" + (hitInfo.point.x - hitInfo.collider.bounds.min.x)
// + " pixels =" + (hitInfo.point.x - hitInfo.collider.bounds.min.x) * (copiedTexture2D.width / hitInfo.collider.bounds.size.x)
// );
for (int x = 0; x < texture.width; x++)
{
for (int y = 0; y < texture.height; y++)
{
differenceX = x - m1;
differenceY = y - m2;
//INSERT YOUR LOGIC HERE
if (differenceX * differenceX + differenceY * differenceY <= radius * radius)
{
//This line of code and if statement, turn all texture pixels within radius to zero alpha
texture.SetPixel(x, y, InitialColor);
}
else
{
//This line of code is REQUIRED. Do NOT delete it. This is what copies the image as it was, without any change
texture.SetPixel(x, y, copiedTexture2D.GetPixel(x, y));
}
}
}
//This finalizes it. If you want to edit it still, do it before you finish with Apply(). Do NOT expect to edit the image after you have applied.
texture.Apply();
//DestroyImmediate(copiedTexture2D, true);
return texture;
}
public void UpdateTexture()
{
SpriteRenderer mySpriteRenderer = gameObject.GetComponent<SpriteRenderer>();
Texture2D newTexture2D = CopyTexture2D(mySpriteRenderer.sprite.texture);
//Get the name of the old sprite
string tempName = mySpriteRenderer.sprite.name;
//Create a new sprite
mySpriteRenderer.sprite = Sprite.Create(newTexture2D, mySpriteRenderer.sprite.rect, new Vector2(0.5f, 0.5f));
//Name the sprite, the old name
mySpriteRenderer.sprite.name = tempName;
//Update the material
//If you have multiple sprites, you will want to do this in a loop
//mySpriteRenderer.material.mainTexture = newTexture2D;
//mySpriteRenderer.material.shader = Shader.Find("Unlit/Transparent");
}
}

I worked with Writing and Reading a Texture once (for a scratching card).
You have to consider that when you change the Pixels of the Sprite, you are changing the pixels for the entire texture. So let's say that i change the pixel 1x1, most likely it will not change the pixel 1x1 in my sprite if i have a bunch of sprites in the same texture. So you have to consider the offsets of the sprite and reposition the pixel that you want to change.
Try to do something like this:
public void MouseClick()
{
Vector2 offset = new Vector2(XXX, YYY);
Vector2 mousePosition = Vector2.zero;
mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
hitInfo = Physics2D.Raycast(mousePosition, Vector2.zero);
if (hitInfo)
{
spriteRendererComponent.sprite.texture.SetPixel((int)hitInfo.point.x + offset.x, (int)hitInfo.point.y + offset.y, zeroAlpha);
spriteRendererComponent.sprite.texture.Apply();
}
}

Related

Draging camera to a limit (x, y axis) - UNITY

i did a tutorial about doing a camera drag on a 2D or 3D worldmap.
The code is working. Looks like the following:
void Update_CameraDrag ()
{
if( Input.GetMouseButtonUp(0) )
{
Debug.Log("Cancelling camera drag.");
CancelUpdateFunc();
return;
}
// Right now, all we need are camera controls
Vector3 hitPos = MouseToGroundPlane(Input.mousePosition);
//float maxWidth = 10;
//if (hitPos.x > maxWidth)
//{
// hitPos.x = maxWidth;
//}
Vector3 diff = lastMouseGroundPlanePosition - hitPos;
Debug.Log(diff.x+ Space.World);
Camera.main.transform.Translate (diff, Space.World);
lastMouseGroundPlanePosition = hitPos = MouseToGroundPlane(Input.mousePosition);
}
Now my problem is, that you can drag unlimiited into any directions.
I would rather like to difine something like borders on the x and y axis.
Basically maximum values for the camera. If the camera would surpass these values, their position value would be set to the given maximum value.
Unfortunately, i am not sure how it works, especially, since the tutorial set everything into relation to Space.World - and i am not even sure what that is. I mean i understand that "diff" is the change between the current position and the new positon in relation to Space.World and then the camera gets moved accordingly. I would just like to define a max value which the camera can not surpass. Any ideas how to do that. I am unfortunately still learning - so kinda hard for me and i was hoping for help.
If you were to record the X and Y position of the camera as it goes in a variable and use the MathF function. I.e
if you have a map that is 100(x)x150(y)units you could use
xPositionOfCamera = Mathf.Clamp(xPositionOfCamera, -50, 50);
yPositionOfCamera = Mathf.Clamp(YPositionOfCamera, -75, 75);
I'm not 100% sure if that's what you want it to do, but it's how I would limit it.
I write a simple and reliable script for my game to handle camera drag and swipe for any camera aspect ratio. Everyone can use this code easily :) Just adjust the xBoundWorld and yBoundWorld values
using UnityEngine;
public class CameraDragController : MonoBehaviour
{
[SerializeField] private Vector2 xBoundWorld;
[SerializeField] private Vector2 yBoundWorld;
[SerializeField] public bool HorizentalDrag = true;
[SerializeField] public bool VerticalDrag = true;
[SerializeField] public float speedFactor = 10;
private float leftLimit;
private float rightLimit;
private float topLimit;
private float downLimit;
public bool allowDrag = true;
private void Start()
{
CalculateLimitsBasedOnAspectRatio();
}
public void UpdateBounds(Vector2 xBoundNew, Vector2 yBoundNew)
{
xBoundWorld = xBoundNew;
yBoundWorld = yBoundNew;
CalculateLimitsBasedOnAspectRatio();
}
private void CalculateLimitsBasedOnAspectRatio()
{
leftLimit = xBoundWorld.x - Camera.main.ViewportToWorldPoint(new Vector3(0, 0, 0)).x;
rightLimit = xBoundWorld.y - Camera.main.ViewportToWorldPoint(new Vector3(1, 0, 0)).x;
downLimit = yBoundWorld.x - Camera.main.ViewportToWorldPoint(new Vector3(0, 0, 0)).y;
topLimit = yBoundWorld.y - Camera.main.ViewportToWorldPoint(new Vector3(0, 1, 0)).y;
}
Vector3 lastPosView; // we use viewport because we don't want devices pixel density affect our swipe speed
private void LateUpdate()
{
if (allowDrag)
{
if (Input.GetMouseButtonDown(0))
{
lastPosView = Camera.main.ScreenToViewportPoint(Input.mousePosition);
}
else if (Input.GetMouseButton(0))
{
var newPosView = Camera.main.ScreenToViewportPoint(Input.mousePosition);
var cameraMovment = (lastPosView - newPosView) * speedFactor;
lastPosView = newPosView;
cameraMovment = Limit2Bound(cameraMovment);
if (HorizentalDrag)
Camera.main.transform.Translate(new Vector3(cameraMovment.x, 0, 0));
if (VerticalDrag)
Camera.main.transform.Translate(new Vector3(0, cameraMovment.y, 0));
}
}
}
private Vector3 Limit2Bound(Vector3 distanceView)
{
if (distanceView.x < 0) // Check left limit
{
if (Camera.main.transform.position.x + distanceView.x < leftLimit)
{
distanceView.x = leftLimit - Camera.main.transform.position.x;
}
}
else // Check right limit
{
if (Camera.main.transform.position.x + distanceView.x > rightLimit)
{
distanceView.x = rightLimit - Camera.main.transform.position.x;
}
}
if (distanceView.y < 0) // Check down limit
{
if (Camera.main.transform.position.y + distanceView.y < downLimit)
{
distanceView.y = downLimit - Camera.main.transform.position.y;
}
}
else // Check top limit
{
if (Camera.main.transform.position.y + distanceView.y > topLimit)
{
distanceView.y = topLimit - Camera.main.transform.position.y;
}
}
return distanceView;
}
}

Curve and stretch a sprite to mouse click/touch

I wish to create a game object where you can start dragging it by touching somewhere on the line of its collision and to create these "dynamic shapes" by stretching the sprites and readjusting the sprite look and collision according to the drag point.
Adding an illustration for clearance:
Started playing with Sprite Shape Renderer to create these curved sprite tiles but I need to be able to create dynamic ones using the mouse cursor and adjust all collisions.
I've tried to add an AnchorDragger script to the Sprite Shape Renderer object:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D;
public class AnchorDragger : MonoBehaviour
{
const int INVALLID_INSERTED_POINT_INDEX = -1;
public SpriteShapeController spriteShapeController;
private Spline spline;
private int inseretedPointIndex = INVALLID_INSERTED_POINT_INDEX;
void Start()
{
spline = spriteShapeController.spline;
int pointCount = spline.GetPointCount();
for (var i = 0; i < pointCount; i++)
{
Vector3 currentPointPos = spline.GetPosition(i);
Debug.Log("Point " + i + " position: " + currentPointPos);
}
}
// Update is called once per frame
void Update()
{
if (inseretedPointIndex != INVALLID_INSERTED_POINT_INDEX)
{
spline = spriteShapeController.spline;
spline.SetPosition(inseretedPointIndex, Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 1.0f)));
spriteShapeController.BakeCollider();
}
}
void OnMouseDown()
{
Debug.Log("Mouse Down Position:" + Input.mousePosition);
Vector3 mouseDownPos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 1.0f));
Debug.Log("World Position: " + mouseDownPos);
spline = spriteShapeController.spline;
int pointCount = spline.GetPointCount();
int closestPointIndex = int.MaxValue;
float minDistance = int.MaxValue;
for (var i = 0; i < pointCount; i++)
{
Vector3 currentPointPos = spline.GetPosition(i);
float distance = Vector3.Distance(currentPointPos, mouseDownPos);
if (distance < minDistance)
{
minDistance = distance;
closestPointIndex = i;
}
}
spline.InsertPointAt(closestPointIndex, mouseDownPos);
spline.SetTangentMode(closestPointIndex, ShapeTangentMode.Continuous);
inseretedPointIndex = closestPointIndex;
Debug.Log("Inserted point index: " + inseretedPointIndex);
}
void OnMouseUp()
{
Debug.Log("Mouse Up");
spline = spriteShapeController.spline;
spline.RemovePointAt(inseretedPointIndex);
inseretedPointIndex = INVALLID_INSERTED_POINT_INDEX;
}
}
Basically tried to figure the closest point on the spline where I've clicked and then inserting a new point and setting its position on Update to where the mouse is and delete the point on mouse up.Right now I'm having a problem where the drag position is not correct for some reason.Where I clicked, where the new point position is set:
even when I tried to play with where I click and where I take my mouse to while dragging, not sure why, could use help!
Camera.ScreenToWorldPoint isn't appropriate here because you don't already know how far away to check from the camera, which is needed for the z position. An incorrect z component would give the nearest point on the spline to some point that the mouse is aligned with, but not on the sprite, and would modify the spline at an unexpected position:
Instead, draw a ray from the camera and see where it intersects with the plane the sprite lives on, and use that world position.
In Update:
void Update()
{
if (inseretedPointIndex != INVALLID_INSERTED_POINT_INDEX)
{
spline = spriteShapeController.spline;
Ray r = Camera.main.ScreenPointToRay(Input.mousePosition);
Plane p = new Plane(Vector3.forward,spriteShapeController.spline.GetPosition(0));
float d;
p.Raycast(r,out d);
spline.SetPosition(inseretedPointIndex, r.GetPoint(d));
spriteShapeController.BakeCollider();
}
}
In OnMouseDown:
void OnMouseDown()
{
Debug.Log("Mouse Down Position:" + Input.mousePosition);
Ray r = Camera.main.ScreenPointToRay(Input.mousePosition);
Plane p = new Plane(Vector3.forward, spriteShapeController.spline.GetPosition(0));
float d;
p.Raycast(r,out d);
Vector3 mouseDownPos = r.GetPoint(d);
Debug.Log("World Position: " + mouseDownPos);

Physics2D.OverLapBox detects objects that should be ignored

I'm using a script that looks at the tiles around my GameObject to see if it can detect a collider, through Physics2D.OverlapBox. My problem is that my Player should be ignored by the OverLapBox, as I've set it to look at layers it isn't in, but it is detected everytime.
My Player is in the "Default" layer.
private void SpawnBasicWalls()
{
int layersToScan = LayerMask.GetMask("Floor", "Wall");
//for each tile around this tile
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
Vector2 targetPos = new Vector2(transform.position.x + x, transform.position.y + y);
Collider2D hit = Physics2D.OverlapBox(targetPos, Vector2.one * 0.8f, layersToScan);
//if there isn't a tile around
if (!hit)
{
//Add a wall in that empty adjacent tile.
GameObject goWall = Instantiate(dungMan.wallPrefab, targetPos, Quaternion.identity) as GameObject;
goWall.name = dungMan.wallPrefab.name;
goWall.transform.SetParent(dungMan.transform);
}
else
{
Debug.Log(hit);
}
}
}
//Once it's done, the gameobject is useless and thus is destroyed
Destroy(gameObject);
}
If anyone can tell me what I'm doing wrong, I'd be very grateful.
Physics2D.OverlapBox(targetPos, Vector2.one * 0.8f, layersToScan) is basically calling Physics2D.OverlapBox(point, size, angle) - which means you are sending the layers (casted to int) as an angle.
You need to use one of the overloads that receive a layermask, and make sure you pass it in the right parameter.

Camera not displaying anything when clamped used to set restrictions in Unity

Good day
I am trying to restrict my camera movement using a function that I am using to restrict other elements in a 2D game. When I call this function using my camera, it does something strange.
For some reason it does not display anything as soon as I called the function. I have tested the camera's position using Debug.log, and it seems to be in exactly the same place. The constraints also seem to work, but that is useless if nothing displays.
I am using a Mathf.Clamp function to try and constrain the map. I know that there are many tutorials showing how to constrain map movement, and honestly my approach seems similar.
I want to know why this function is failing. I am trying to keep things generic, and am already using this function to restrict the movement of other game elements.
My code looks like this:
int cameraSpeed = 10;
GameObject camera;
int maxX = 20;
int minX = -20;
int maxY = 20;
int minY = -20;
// Use this for initialization
public void constrain(GameObject obj)
{
Vector2 pos = obj.transform.position;
pos.x = Mathf.Clamp(pos.x, -maxX, maxX);
pos.y = Mathf.Clamp(pos.y, -maxY, maxY);
obj.transform.position = pos;
}
void Start () {
camera = GameObject.Find("Main Camera");
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.RightArrow))
{
camera.transform.Translate(new Vector2(cameraSpeed * Time.deltaTime, 0));
}
if (Input.GetKey(KeyCode.LeftArrow))
{
camera.transform.Translate(new Vector2(-cameraSpeed * Time.deltaTime, 0));
}
if (Input.GetKey(KeyCode.DownArrow))
{
camera.transform.Translate(new Vector2(0, -cameraSpeed * Time.deltaTime));
}
if (Input.GetKey(KeyCode.UpArrow))
{
camera.transform.Translate(new Vector2(0, cameraSpeed * Time.deltaTime));
}
Debug.Log(camera.transform.position.x);
Debug.Log(camera.transform.position.y);
constrain(camera);
}
Screenshot of game without constraints:
Screenshot of game with constraints:
I am new to Unity and am trying to understand it thoroughly. Any advice would be greatly appropriated.
The Z-position of your camera is being set to 0. All of your other objects have the same Z-position, so the camera won't render them.
Change constrain() to:
public float zPos = -10
public void constrain(GameObject obj)
{
Vector3 pos = obj.transform.position;
pos.x = Mathf.Clamp(pos.x, -maxX, maxX);
pos.y = Mathf.Clamp(pos.y, -maxY, maxY);
pos.z = zPos
obj.transform.position = pos;
}
and that should fix it.
EDIT: The reason that this is happening is because you were using a Vector2 for your camera position. In Unity, a Vector2 is a Vector3 with a z-value of 0.
I have managed to find the bug with #DerwB's assistance. I now see that the camera needs to be on a lower z index than the objects it is displaying. DerwB's answer is close to a solution, but it does not allow the function to be reused to constrain other objects.
I have thus modified the function as below:
public void constrain(GameObject obj, bool isCamera = false)
{
Vector3 pos = obj.transform.position;
pos.x = Mathf.Clamp(pos.x, -maxX, maxX);
pos.y = Mathf.Clamp(pos.y, -maxY, maxY);
if(isCamera)
pos.z = 0;
else
pos.z = 1;
obj.transform.position = pos;
}
You then call the function as follows for the camera:
GameObject camera = GameObject.Find("Main Camera");
constrain(camera.gameObject,true); //if you are constraining the camera object
And like this if you are referencing other game objects:
GameObject player= GameObject.Find("Player");
constrain(player.gameObject,true); //skip the optional parameter if not referencing the camera

Wrong result when using setPixel()

I'm dealing with a problem for a few days now with setPixel() on Texture2D.
What i'm doing is getting mouse position or touch position(on android), then using that in setPixel() with transparent color. But the result i'm getting occur elsewhere instead of exactly where the mouse is...
public class EarshPic : MonoBehaviour {
public SpriteRenderer sr;
public SpriteRenderer srO;
public Camera c;
// Use this for initialization
void Start () {
CreateCover();//This method is working fine
}
private void CreateCover()
{
Color color = new Color(0.5F, 0.5f, 0.5F, 1.0F);
int x = srO.sprite.texture.width;
int y = srO.sprite.texture.height;
Texture2D tmpTexture = new Texture2D(srO.sprite.texture.width,
srO.sprite.texture.height);
for (int i = 0; i < tmpTexture.width; i++)
{
for (int j = 0; j < tmpTexture.height; j++)
{
tmpTexture.SetPixel(i, j, color);
}
}
tmpTexture.Apply(true);
sr.sprite = Sprite.Create(tmpTexture, srO.sprite.rect,
new Vector2(0.5f, 0.5f),srO.sprite.pixelsPerUnit);
}
// I have problem in that method
// Vector2 v = mousePostion or touchpostion
void Eraser(Vector2 v)
{
Color color = new Color(0.5F, 0.5f, 0.5F, 0.0F);
sr.sprite.texture.SetPixel(v.x, v.y, color);
sr.sprite.texture.Apply(true);
}
// Update is called once per frame
void Update () {
if(Input.mousePosition!=null)
{
Eraser(Input.mousePosition);
}
if (Input.touchCount == 1)
{
Touch touch = Input.GetTouch(0);
switch (touch.phase)
{
case TouchPhase.Moved:
Eraser(touch.position);
break;
}
}
}
}
Problem
You are mixing different coordinates. This is the case if the texture is not perfectly screen sized. Your click is in screen coordinates and you are using it to set the transparency in texture coordinates.
Solution
This one requires the use of 3D models with colliders and textures on them. For 2D scenario you can use a box and set its texture to your 2D sprite. I don't know any easier method, but hopefully there is.
You have to first convert the screen position to world coordinate ray. This can be done with Camera.ScreenPointToRay.
Then you need to Physics.Raycast that ray to chech which position of the 3d model's collider it is intersecting with.
The intersection point can be changed to texture coordinates with RaycastHit.textureCoord. In the previous link, you can find a complete code example of the whole process.