应用网格颜色或网格颜色 32 并渲染它以进行程序生成
Apply mesh color or mesh color32 and render it for procedural generation
我来这里是因为我的项目有问题。
实际上我想创建一个名为voxel 的单色立方体。我创建了 6 个四边形来构建立方体,结果如下:
My fabulous cube with no texture or color
在创作过程中,我为我的四边形赋予了 mesh.color 的颜色。但是不影响四色,也不取色
我尝试按照下面的网格颜色文档:
https://docs.unity3d.com/ScriptReference/Mesh-colors.html
https://docs.unity3d.com/ScriptReference/Mesh-colors32.html
所以我的问题是:如何在我的网格上使用 color 或 color32 来创建带有颜色的立方体?
你可以在这里查看我的代码:
public class World : MonoBehaviour
{
enum Cubeside { Bottom, Top, Left, Right, Front, Back };
//public void SetColors(List<Color32> inColors);
public float quadSize = 0.5f;
private int id;
// Red , Green , Blue
private List<int> RGBColor;
private float Opacity;
//public Color32[] VoxelColors = new Color32[] { new Color32(255, 105, 205, 225)};
//public Color32 VoxelColors = new Color32(255, 105, 205, 225);
public Color[] VoxelColorsSimple;
/// <summary>
/// Permet de créer une face du cube
/// </summary>
/// <param name="side">Définie le coté que l'on doit créer</param>
/// <returns>Aucun return</returns>
void CreateQuad(Cubeside side)
{
int colorRed = 255;
int ColorGreen = 105;
int ColorBlue = 205;
Color32 C32Red = new Color32(255, 0, 0, 255);
Color CRed = new Color(1f, 0f, 0f, 1f);
Color32[] VoxelColors = new Color32[] { C32Red };
Color mycolor = Color.red;
Mesh mesh = new Mesh();
mesh.name = "ScriptedMesh";
Vector3[] vertices = new Vector3[4];
Vector3[] normals = new Vector3[4];
int[] triangles = new int[6];
//all possible vertices
//Positionnement des 8 vertices nécessaire à notre cube ( les 8 cotés du cube )
Vector3 p0 = new Vector3(-quadSize, -quadSize, quadSize);
Vector3 p1 = new Vector3(quadSize, -quadSize, quadSize);
Vector3 p2 = new Vector3(quadSize, -quadSize, -quadSize);
Vector3 p3 = new Vector3(-quadSize, -quadSize, -quadSize);
Vector3 p4 = new Vector3(-quadSize, quadSize, quadSize);
Vector3 p5 = new Vector3(quadSize, quadSize, quadSize);
Vector3 p6 = new Vector3(quadSize, quadSize, -quadSize);
Vector3 p7 = new Vector3(-quadSize, quadSize, -quadSize);
//+------+. +------+ +------+ +------+ .+------+
//|`. | `. |\ |\ | | /| /| .' | .'|
//| `+--+---+ | +----+-+ +------+ +-+----+ | +---+--+' |
//| | | | | | | | | | | | | | | | | |
//+---+--+. | +-+----+ | +------+ | +----+-+ | .+--+---+
// `. | `.| \| \| | | |/ |/ |.' | .'
// `+------+ +------+ +------+ +------+ +------+'
//Création des différents carré à partir de 2 triangle rectangle
switch(side)
{
case Cubeside.Front :
//Nous prenons 4 coté du cube
vertices = new Vector3[] { p4, p5, p1, p0 };
//nous rajoutons des normals avec la direction
normals = new Vector3[] { Vector3.forward, Vector3.forward, Vector3.forward, Vector3.forward };
//Nous créons les triangles sur la face du cube 3 1 0 étant en haut à droite et 3 2 1 en bas à gauche
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Bottom :
vertices = new Vector3[] { p0, p1, p2, p3 };
normals = new Vector3[] { Vector3.down, Vector3.down, Vector3.down, Vector3.down };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Top:
vertices = new Vector3[] { p7, p6, p5, p4 };
normals = new Vector3[] { Vector3.up, Vector3.up, Vector3.up, Vector3.up };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Left:
vertices = new Vector3[] { p7, p4, p0, p3 };
normals = new Vector3[] { Vector3.left, Vector3.left, Vector3.left, Vector3.left };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Right:
vertices = new Vector3[] { p5, p6, p2, p1 };
normals = new Vector3[] { Vector3.right, Vector3.right, Vector3.right, Vector3.right };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Back:
vertices = new Vector3[] { p6, p7, p3, p2 };
normals = new Vector3[] { Vector3.back, Vector3.back, Vector3.back, Vector3.back };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
}
mesh.vertices = vertices;
mesh.normals = normals;
mesh.triangles = triangles;
Color[] tempColor = new Color[mesh.vertices.Length];
for ( int cpt = 0; cpt < mesh.vertices.Length; cpt++)
{
tempColor[cpt] = Color.red;
}
VoxelColorsSimple = tempColor;
mesh.colors = VoxelColorsSimple;
GameObject quad = new GameObject("quad");
quad.transform.parent = this.gameObject.transform;
MeshFilter meshFilter = (MeshFilter)quad.AddComponent(typeof(MeshFilter));
meshFilter.mesh = mesh;
MeshRenderer renderer = quad.AddComponent(typeof(MeshRenderer)) as MeshRenderer;
/* //I don't want to use material
Material mat = Resources.Load("VoxelMaterial") as Material;
renderer.material = mat;*/
}
// Use this for initialization
void Start()
{
CreateQuad(Cubeside.Front);
CreateQuad(Cubeside.Bottom);
CreateQuad(Cubeside.Top);
CreateQuad(Cubeside.Left);
CreateQuad(Cubeside.Right);
CreateQuad(Cubeside.Back);
}
// Update is called once per frame
void Update()
{
}
}
并且此脚本链接到我的空对象“世界”:
hierarchy of my project
感谢您的回答。
Unity 不知道在没有着色器处理的情况下如何处理顶点颜色,Unity 使用网格的 material 来确定使用哪个着色器。
因此,您需要使用适合您需要的着色器为网格渲染器分配 material。
您可以编写自己的使用顶点颜色的着色器并将其分配给您的 material,或者您可以使用已经执行此操作的内置着色器,例如默认或漫反射精灵着色器。
如果您编写自己的着色器,您可以编写一个不使用纹理,只使用顶点颜色来确定反照率以及其他自定义项的着色器。
无论您决定创建着色器 & material,一旦您拥有 material,您就可以将 [SerializeField] voxelMat;
字段添加到 World
,分配您的 material 到检查器中,然后使用 renderer.material = voxelMat;
分配它。
我来这里是因为我的项目有问题。
实际上我想创建一个名为voxel 的单色立方体。我创建了 6 个四边形来构建立方体,结果如下:
My fabulous cube with no texture or color
在创作过程中,我为我的四边形赋予了 mesh.color 的颜色。但是不影响四色,也不取色
我尝试按照下面的网格颜色文档:
https://docs.unity3d.com/ScriptReference/Mesh-colors.html
https://docs.unity3d.com/ScriptReference/Mesh-colors32.html
所以我的问题是:如何在我的网格上使用 color 或 color32 来创建带有颜色的立方体?
你可以在这里查看我的代码:
public class World : MonoBehaviour
{
enum Cubeside { Bottom, Top, Left, Right, Front, Back };
//public void SetColors(List<Color32> inColors);
public float quadSize = 0.5f;
private int id;
// Red , Green , Blue
private List<int> RGBColor;
private float Opacity;
//public Color32[] VoxelColors = new Color32[] { new Color32(255, 105, 205, 225)};
//public Color32 VoxelColors = new Color32(255, 105, 205, 225);
public Color[] VoxelColorsSimple;
/// <summary>
/// Permet de créer une face du cube
/// </summary>
/// <param name="side">Définie le coté que l'on doit créer</param>
/// <returns>Aucun return</returns>
void CreateQuad(Cubeside side)
{
int colorRed = 255;
int ColorGreen = 105;
int ColorBlue = 205;
Color32 C32Red = new Color32(255, 0, 0, 255);
Color CRed = new Color(1f, 0f, 0f, 1f);
Color32[] VoxelColors = new Color32[] { C32Red };
Color mycolor = Color.red;
Mesh mesh = new Mesh();
mesh.name = "ScriptedMesh";
Vector3[] vertices = new Vector3[4];
Vector3[] normals = new Vector3[4];
int[] triangles = new int[6];
//all possible vertices
//Positionnement des 8 vertices nécessaire à notre cube ( les 8 cotés du cube )
Vector3 p0 = new Vector3(-quadSize, -quadSize, quadSize);
Vector3 p1 = new Vector3(quadSize, -quadSize, quadSize);
Vector3 p2 = new Vector3(quadSize, -quadSize, -quadSize);
Vector3 p3 = new Vector3(-quadSize, -quadSize, -quadSize);
Vector3 p4 = new Vector3(-quadSize, quadSize, quadSize);
Vector3 p5 = new Vector3(quadSize, quadSize, quadSize);
Vector3 p6 = new Vector3(quadSize, quadSize, -quadSize);
Vector3 p7 = new Vector3(-quadSize, quadSize, -quadSize);
//+------+. +------+ +------+ +------+ .+------+
//|`. | `. |\ |\ | | /| /| .' | .'|
//| `+--+---+ | +----+-+ +------+ +-+----+ | +---+--+' |
//| | | | | | | | | | | | | | | | | |
//+---+--+. | +-+----+ | +------+ | +----+-+ | .+--+---+
// `. | `.| \| \| | | |/ |/ |.' | .'
// `+------+ +------+ +------+ +------+ +------+'
//Création des différents carré à partir de 2 triangle rectangle
switch(side)
{
case Cubeside.Front :
//Nous prenons 4 coté du cube
vertices = new Vector3[] { p4, p5, p1, p0 };
//nous rajoutons des normals avec la direction
normals = new Vector3[] { Vector3.forward, Vector3.forward, Vector3.forward, Vector3.forward };
//Nous créons les triangles sur la face du cube 3 1 0 étant en haut à droite et 3 2 1 en bas à gauche
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Bottom :
vertices = new Vector3[] { p0, p1, p2, p3 };
normals = new Vector3[] { Vector3.down, Vector3.down, Vector3.down, Vector3.down };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Top:
vertices = new Vector3[] { p7, p6, p5, p4 };
normals = new Vector3[] { Vector3.up, Vector3.up, Vector3.up, Vector3.up };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Left:
vertices = new Vector3[] { p7, p4, p0, p3 };
normals = new Vector3[] { Vector3.left, Vector3.left, Vector3.left, Vector3.left };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Right:
vertices = new Vector3[] { p5, p6, p2, p1 };
normals = new Vector3[] { Vector3.right, Vector3.right, Vector3.right, Vector3.right };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Back:
vertices = new Vector3[] { p6, p7, p3, p2 };
normals = new Vector3[] { Vector3.back, Vector3.back, Vector3.back, Vector3.back };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
}
mesh.vertices = vertices;
mesh.normals = normals;
mesh.triangles = triangles;
Color[] tempColor = new Color[mesh.vertices.Length];
for ( int cpt = 0; cpt < mesh.vertices.Length; cpt++)
{
tempColor[cpt] = Color.red;
}
VoxelColorsSimple = tempColor;
mesh.colors = VoxelColorsSimple;
GameObject quad = new GameObject("quad");
quad.transform.parent = this.gameObject.transform;
MeshFilter meshFilter = (MeshFilter)quad.AddComponent(typeof(MeshFilter));
meshFilter.mesh = mesh;
MeshRenderer renderer = quad.AddComponent(typeof(MeshRenderer)) as MeshRenderer;
/* //I don't want to use material
Material mat = Resources.Load("VoxelMaterial") as Material;
renderer.material = mat;*/
}
// Use this for initialization
void Start()
{
CreateQuad(Cubeside.Front);
CreateQuad(Cubeside.Bottom);
CreateQuad(Cubeside.Top);
CreateQuad(Cubeside.Left);
CreateQuad(Cubeside.Right);
CreateQuad(Cubeside.Back);
}
// Update is called once per frame
void Update()
{
}
}
并且此脚本链接到我的空对象“世界”:
hierarchy of my project
感谢您的回答。
Unity 不知道在没有着色器处理的情况下如何处理顶点颜色,Unity 使用网格的 material 来确定使用哪个着色器。
因此,您需要使用适合您需要的着色器为网格渲染器分配 material。
您可以编写自己的使用顶点颜色的着色器并将其分配给您的 material,或者您可以使用已经执行此操作的内置着色器,例如默认或漫反射精灵着色器。
如果您编写自己的着色器,您可以编写一个不使用纹理,只使用顶点颜色来确定反照率以及其他自定义项的着色器。
无论您决定创建着色器 & material,一旦您拥有 material,您就可以将 [SerializeField] voxelMat;
字段添加到 World
,分配您的 material 到检查器中,然后使用 renderer.material = voxelMat;
分配它。