Unity Flat Shading实现低多边形(low-poly)效果
原理:修改Mesh顶点及三角索引
获取模型的mesh网格,非蒙皮模型通过获取MeshFilter组件得到Mesh,带有蒙皮的模型通过Skinned Mesh Renderer组件获取Mesh。
[*]MeshFilter meshFilter = GetComponent();
[*]Mesh mesh = meshFilter.mesh;
[*]
[*]
**代码
修改模型mesh顶点以及三角索引:
[*]Vector3[] oldVerts = mesh.vertices;//保存当前Mesh顶点
[*] int[] triangles = mesh.triangles;//三角索引数组
[*]
[*] Vector3[] verts = new Vector3;//用于保存新的顶点信息
[*]
[*] for (int i = 0; i < triangles.Length; i++)
[*] {
[*] verts = oldVerts];
[*] triangles = i;
[*] }
[*]
[*] mesh.vertices = verts;//更新Mesh顶点
[*] mesh.triangles = triangles;//更新索引
[*] mesh.RecalculateBounds();//重新计算边界
[*] mesh.RecalculateNormals();//重新计算法线
**代码
将脚本赋予模型,运行即可得到low poly效果。为了避免每次执行进行顶点的计算以及修改,可以加上下面代码将修改后的Mesh保存成文件:
[*]string fileName = "Assets/FileName.asset";//要保存成的文件路径及文件名 文件格式为.asset
[*] AssetDatabase.CreateAsset(meshFilter.sharedMesh, fileName);//创建文件
[*] AssetDatabase.SaveAssets();//保存数据
**代码
运行程序后会在Assets下生成Mes**件,将此文件拖到该模型Mesh Filter组件下的Mesh,此时生成low poly的脚本组件已经无用了,记得移除
完整代码:
[*]using UnityEngine;
[*]using System.Collections;
[*]using UnityEditor;
[*]public class FlatShading : MonoBehaviour
[*]{
[*]
[*] private Mesh mesh;
[*] void Start()
[*] {
[*] var meshFilter = GetComponent();
[*] mesh = meshFilter.mesh;
[*] Vector3[] oldVerts = mesh.vertices;
[*] int[] triangles = mesh.triangles;
[*]
[*] Vector3[] verts = new Vector3;
[*]
[*] for (int i = 0; i < triangles.Length; i++)
[*] {
[*] verts = oldVerts];
[*] triangles = i;
[*] }
[*]
[*] mesh.vertices = verts;
[*] mesh.triangles = triangles;
[*] mesh.RecalculateBounds();
[*] mesh.RecalculateNormals();
[*]
[*] //save file
[*] string fileName = "Assets/" + System.DateTime.Now.Year.ToString()+ System.DateTime.Now.Month.ToString()+ System.DateTime.Now.Day.ToString()+ System.DateTime.Now.Hour.ToString()+ System.DateTime.Now.Minute.ToString()+ System.DateTime.Now.Second.ToString() + ".asset";
[*] AssetDatabase.CreateAsset(meshFilter.sharedMesh, fileName);
[*] AssetDatabase.SaveAssets();
[*] }
[*]}
[*]
**代码
666 这样的造型太6了
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