uv坐标贴图

 

        //创建一个mesh网格
        Mesh mesh=new Mesh();

         List<Vector3> list = new List<Vector3>();
        list.Add(new Vector3(0, 0, 0) - Vector3.one * 0.5f);
        list.Add(new Vector3(0, 1, 0) - Vector3.one * 0.5f);
        list.Add(new Vector3(1, 0, 0) - Vector3.one * 0.5f);
        list.Add(new Vector3(1, 1, 0) - Vector3.one * 0.5f);

        list.Add(new Vector3(1, 0, 0) - Vector3.one * 0.5f);
        list.Add(new Vector3(1, 1, 0) - Vector3.one * 0.5f);  
        list.Add(new Vector3(1, 0, 1) - Vector3.one * 0.5f);
        list.Add(new Vector3(1, 1, 1) - Vector3.one * 0.5f);

        list.Add(new Vector3(1, 0, 1) - Vector3.one * 0.5f);
        list.Add(new Vector3(1, 1, 1) - Vector3.one * 0.5f);
        list.Add(new Vector3(0, 0, 1) - Vector3.one * 0.5f);
        list.Add(new Vector3(0, 1, 1) - Vector3.one * 0.5f);

        list.Add(new Vector3(0, 0, 1) - Vector3.one * 0.5f);
        list.Add(new Vector3(0, 1, 1) - Vector3.one * 0.5f);
        list.Add(new Vector3(0, 0, 0) - Vector3.one * 0.5f);
        list.Add(new Vector3(0, 1, 0) - Vector3.one * 0.5f);

        list.Add(new Vector3(0, 1, 0) - Vector3.one * 0.5f);
        list.Add(new Vector3(0, 1, 1) - Vector3.one * 0.5f);
        list.Add(new Vector3(1, 1, 0) - Vector3.one * 0.5f);
        list.Add(new Vector3(1, 1, 1) - Vector3.one * 0.5f);

        list.Add(new Vector3(0, 0, 1) - Vector3.one * 0.5f);
        list.Add(new Vector3(0, 0, 0) - Vector3.one * 0.5f);
        list.Add(new Vector3(1, 0, 1) - Vector3.one * 0.5f);
        list.Add(new Vector3(1, 0, 0) - Vector3.one * 0.5f);

        mesh.vertices = list.ToArray();
        //为网格添加uv坐标
        List<Vector2> uv = new List<Vector2>();

        for (int i = 0; i < 6; i++)
        {
            uv.Add(new Vector2(0.3f, 0.2f));
            uv.Add(new Vector2(0.3f, 0.9f));
            uv.Add(new Vector2(0.9f, 0.2f));
            uv.Add(new Vector2(0.9f, 0.9f));
        }
        mesh.uv = uv.ToArray();

        List<int> triangles = new List<int>();
        for (int i = 0; i < 6; i++)
        {
            triangles.Add(0 + 4 * i);
            triangles.Add(1 + 4 * i);
            triangles.Add(2 + 4 * i);

            triangles.Add(3 + 4 * i);
            triangles.Add(2 + 4 * i);
            triangles.Add(1 + 4 * i);
        }
        mesh.triangles = triangles.ToArray();
        //自动计算法线
        mesh.RecalculateNormals();
        //把mesh网格赋值给网格过滤器
        GetComponent<MeshFilter>().mesh = mesh;

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