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sprite-segment-3x3grid
unity-technologies/skills/sprite-segment-3x3grid
Analyze Sprite textures and output a 3x3 grid representation based on color matching. Segments a Sprite into a 3x3 grid, identifies the majority color of the center cell, and outputs a text pattern showing which cells match the center color. Use when analyzing sprite patterns, documenting sprite structure, or describing sprite color distribution.
安裝量 · 99查看來源
Installation
npx skills add https://github.com/unity-technologies/skills --skill sprite-segment-3x3grid
技能檔案
SKILL.md
最近同步 · 2026年9月13日
scripts/SpriteGridAnalysis.cs›
// Code template for analyzing Sprite textures as a 3x3 color grid.
// Segments a Sprite into a 3x3 grid and outputs a text pattern based on
// color matching with the center cell.
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace SpriteGridAnalysis
{
public static class SpriteGridAnalysis
{
/// <summary>
/// Analyzes a sprite and returns a 3x3 grid pattern based on color matching.
/// </summary>
/// <param name="sprite">The sprite to analyze</param>
/// <param name="matchThreshold">Percentage of pixels that must match center color (0.5 = 50%, 0.75 = 75%, 0.9 = 90%)</param>
/// <param name="colorTolerance">RGB tolerance for considering two colors as matching</param>
public static string AnalyzeSpriteGrid(Sprite sprite, float matchThreshold = 0.5f, float colorTolerance = 0.04f)
{
var texture = sprite.texture;
var rect = sprite.rect;
int cellWidth = (int)(rect.width / 3);
int cellHeight = (int)(rect.height / 3);
// Get center cell bounds (row 1, col 1)
int centerStartX = (int)rect.x + cellWidth;
int centerStartY = (int)rect.y + cellHeight;
Color centerColor = GetMajorityColor(texture, centerStartX, centerStartY, cellWidth, cellHeight);
// Build output by checking each cell against center color
var symbols = new string[9];
for (int row = 0; row < 3; row++)
{
for (int col = 0; col < 3; col++)
{
int cellIndex = row * 3 + col;
if (cellIndex == 4)
{
symbols[cellIndex] = "*";
continue;
}
int startX = (int)rect.x + col * cellWidth;
int startY = (int)rect.y + (2 - row) * cellHeight; // Flip Y for top-to-bottom
float matchPercentage = GetColorMatchPercentage(texture, startX, startY, cellWidth, cellHeight, centerColor, colorTolerance);
symbols[cellIndex] = matchPercentage >= matchThreshold ? "." : "X";
}
}
// Format: "A B C / D E F / G H I"
return $"{symbols[0]} {symbols[1]} {symbols[2]} / {symbols[3]} {symbols[4]} {symbols[5]} / {symbols[6]} {symbols[7]} {symbols[8]}";
}
/// <summary>
/// Gets the majority (most frequent) color in a cell region.
/// </summary>
static Color GetMajorityColor(Texture2D texture, int startX, int startY, int width, int height)
{
var colorCounts = new Dictionary<Color32, int>();
for (int y = startY; y < startY + height; y++)
{
for (int x = startX; x < startX + width; x++)
{
Color32 pixel = texture.GetPixel(x, y);
if (!colorCounts.ContainsKey(pixel))
colorCounts[pixel] = 0;
colorCounts[pixel]++;
}
}
return colorCounts.OrderByDescending(kvp => kvp.Value).First().Key;
}
/// <summary>
/// Calculates what percentage of pixels in a cell match the target color.
/// </summary>
static float GetColorMatchPercentage(Texture2D texture, int startX, int startY, int width, int height, Color targetColor, float colorTolerance)
{
int totalPixels = 0;
int matchingPixels = 0;
for (int y = startY; y < startY + height; y++)
{
for (int x = startX; x < startX + width; x++)
{
totalPixels++;
Color pixel = texture.GetPixel(x, y);
if (ColorsMatch(pixel, targetColor, colorTolerance))
matchingPixels++;
}
}
return totalPixels > 0 ? (float)matchingPixels / totalPixels : 0f;
}
static bool ColorsMatch(Color a, Color b, float tolerance)
{
return Mathf.Abs(a.r - b.r) < tolerance &&
Mathf.Abs(a.g - b.g) < tolerance &&
Mathf.Abs(a.b - b.b) < tolerance;
}
}
}
// Usage Examples:
//
// // Default 50% threshold
// string pattern1 = SpriteGridAnalysis.AnalyzeSpriteGrid(mySprite);
//
// // Strict 90% threshold
// string pattern2 = SpriteGridAnalysis.AnalyzeSpriteGrid(mySprite, matchThreshold: 0.9f);
//
// // 75% threshold with tighter color tolerance
// string pattern3 = SpriteGridAnalysis.AnalyzeSpriteGrid(mySprite, matchThreshold: 0.75f, colorTolerance: 0.02f);
SKILL.md›
---
name: sprite-segment-3x3grid
description: Analyze Sprite textures and output a 3x3 grid representation based on color matching. Segments a Sprite into a 3x3 grid, identifies the majority color of the center cell, and outputs a text pattern showing which cells match the center color. Use when analyzing sprite patterns, documenting sprite structure, or describing sprite color distribution.
---
# Sprite Color Grid Analysis
## Purpose
This skill analyzes Sprite textures by segmenting them into a 3x3 grid and outputting a text representation based on color matching with the center cell.
## Parameters
### Match Threshold
The **match threshold** determines what percentage of pixels in a non-center cell must match the center's majority color for that cell to be considered a "match" (`.`).
| Threshold | Description | Use Case |
|-----------|-------------|----------|
| **50%** | At least half the cell's pixels match center color | Lenient matching for sprites with mixed regions |
| **75%** | At least three-quarters match center color | Moderate matching for mostly solid regions |
| **90%** | Nearly all pixels must match center color | Strict matching for very uniform sprites |
**Default**: 75%
## Algorithm
1. **Segment the Sprite**: Divide the Sprite's texture region into a 3x3 grid (9 cells total)
2. **Identify Center Color**: Calculate the majority (most frequent) color in the center cell (position [1,1])
3. **Compare Each Cell**: For each of the 8 surrounding cells, calculate what percentage of pixels match the center's majority color. If the percentage meets or exceeds the **match threshold**, the cell is a match (`.`); otherwise it is not (`X`)
4. **Generate Output**: Create a text representation using the legend below
## Output Legend
| Symbol | Meaning |
|--------|---------|
| `X` | Cell does NOT meet the match threshold (insufficient pixels match center color) |
| `.` | Cell MEETS the match threshold (enough pixels match center color) |
| `*` | The center cell itself (always position [1,1] in the grid) |
## Output Format
The output is a single line with three groups of three characters, separated by ` / `. Each group represents one row of the grid.
**Order**: Top to Bottom rows, Left to Right within each row.
**Format**: `[TopRow] / [MiddleRow] / [BottomRow]`
Each row contains 3 characters separated by spaces: `[Left] [Center] [Right]`
### Grid Position Mapping
```
Grid Layout: Output Order:
[0,0] [1,0] [2,0] 1 2 3 -> First group
[0,1] [1,1] [2,1] 4 5 6 -> Second group (5 is always *)
[0,2] [1,2] [2,2] 7 8 9 -> Third group
```
### Examples
**Example 1**: Center matches top-left and bottom-right only
```
. X X / X * X / X X .
```
Grid interpretation:
```
. X X
X * X
X X .
```
**Example 2**: Center matches all surrounding cells
```
. . . / . * . / . . .
```
**Example 3**: Center matches none of the surrounding cells
```
X X X / X * X / X X X
```
**Example 4**: Center matches bottom row only
```
X X X / X * X / . . .
```
## Implementation Guidance
### Calculating Center's Majority Color
For the center cell:
1. Sample all pixels within the cell's bounds
2. Group pixels by color (consider using a color tolerance threshold for similar colors)
3. The majority color is the color with the highest pixel count
4. For tie-breaking, use the first color encountered
### Matching Non-Center Cells
For each of the 8 surrounding cells:
1. Count the total number of pixels in the cell
2. Count how many pixels match the center's majority color (using color tolerance)
3. Calculate the match percentage: `matchingPixels / totalPixels`
4. If match percentage >= threshold, cell is a match (`.`); otherwise (`X`)
### Color Tolerance
When comparing pixel colors:
- Consider using a tolerance threshold (e.g., RGB distance < 10) for "matching"
- Alternatively, for sprites with limited palettes, exact matching may be appropriate
- Account for alpha channel if relevant to the use case
### Sprite Bounds
Use the Sprite's `rect` property to determine the pixel region to analyze:
- `sprite.rect.x`, `sprite.rect.y` for the origin
- `sprite.rect.width`, `sprite.rect.height` for dimensions
- Divide width and height by 3 to get cell dimensions
## References
Code Template: "scripts/SpriteGridAnalysis.cs"
## Use Cases
- **Documentation**: Describe sprite patterns in a compact text format
- **Testing**: Verify expected sprite structure in automated tests
- **Analysis**: Quickly identify sprites with similar color distributions
- **Debugging**: Understand why sprites look different than expected
- **Asset Cataloging**: Generate searchable metadata for sprite assets
## Notes
- This analysis works best with sprites that have distinct color regions
- For sprites with gradients or many colors, consider increasing color tolerance
- The Y-axis is flipped from Unity's texture coordinates to produce top-to-bottom output
- Transparent pixels can be treated as a distinct "color" or ignored based on use case