Unity cube 不同面设置不同颜色

新增shader控制

Shader "Custom/Vertrix"
{
	Properties{
	}
	SubShader{
			Pass {
					ColorMaterial AmbientAndDiffuse
			}
	}
}

创建材质

  • Create > Material
  • 将新的材质命名为CubeMaterial
  • 将材质的shader更改为上一步所创建的Custom/Vertrix

新建Cube

  • 新建:3D Object -> Cube,命名为TestCube
  • 将上一步创建的材质CubeMaterial拖动到TestCube上

新建脚本ColorScript用来控制cube各个面的颜色

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ColorScript : MonoBehaviour
{
    public Color[] all_colors;
    private Mesh mesh;

    void Start()
    {
        if (all_colors == null || all_colors.Length <= 0)
            all_colors = new Color[] { Color.red };
        MeshFilter mf = GetComponent<MeshFilter>();
        if (mf == null) return;
        mesh = MakeCube(1.0f);
        mf.mesh = mesh;
        MeshCollider mc = GetComponent<MeshCollider>();
        if (mc != null)
            mc.sharedMesh = mesh;
    }

    public void ChangeColor(int iTriangle)
    {
        Color colorT = new Color(Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), 1.0f);
        Color[] colors = mesh.colors;
        int iStart = mesh.triangles[iTriangle * 3];
        for (int i = iStart; i < iStart + 4; i++)
            colors[i] = colorT;
        mesh.colors = colors;
    }

    Mesh MakeCube(float fSize)
    {
        float fHS = fSize / 2.0f;
        Mesh mesh = new Mesh();
        mesh.vertices = new Vector3[] {
             new Vector3(-fHS,  fHS, -fHS), new Vector3( fHS,  fHS, -fHS), new Vector3( fHS, -fHS, -fHS), new Vector3(-fHS, -fHS, -fHS),  // Front
             new Vector3(-fHS,  fHS,  fHS), new Vector3( fHS,  fHS,  fHS), new Vector3( fHS,  fHS, -fHS), new Vector3(-fHS,  fHS, -fHS),  // Top
             new Vector3(-fHS, -fHS,  fHS), new Vector3( fHS, -fHS,  fHS), new Vector3( fHS,  fHS,  fHS), new Vector3(-fHS,  fHS,  fHS),  // Back
             new Vector3(-fHS, -fHS, -fHS), new Vector3( fHS, -fHS, -fHS), new Vector3( fHS, -fHS,  fHS), new Vector3(-fHS, -fHS,  fHS),  // Bottom
             new Vector3(-fHS,  fHS,  fHS), new Vector3(-fHS,  fHS, -fHS), new Vector3(-fHS, -fHS, -fHS), new Vector3(-fHS, -fHS,  fHS),  // Left
             new Vector3( fHS,  fHS, -fHS), new Vector3( fHS,  fHS,  fHS), new Vector3( fHS, -fHS,  fHS), new Vector3( fHS, -fHS, -fHS)}; // right

        int[] triangles = new int[mesh.vertices.Length / 4 * 2 * 3];
        int iPos = 0;
        for (int i = 0; i < mesh.vertices.Length; i = i + 4)
        {
            triangles[iPos++] = i;
            triangles[iPos++] = i + 1;
            triangles[iPos++] = i + 2;
            triangles[iPos++] = i;
            triangles[iPos++] = i + 2;
            triangles[iPos++] = i + 3;
        }

        mesh.triangles = triangles;
        int color_index = -1;
        Color colorT = Color.red;
        Color[] colors = new Color[mesh.vertices.Length];
        Debug.Log("test:size=" + all_colors.Length);
        for (int i = 0; i < colors.Length; i++)
        {
            if ((i % 4) == 0)
            {
                color_index++;
                colorT = new Color(Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), 1.0f);
            }
            //colors[i] = colorT;

            color_index = color_index % all_colors.Length;
            colors[i] = all_colors[color_index];
            colors[i].a = 1.0f;
        }

        mesh.colors = colors;
        mesh.RecalculateNormals();
        return mesh;
    }
}

最后

  • 将脚本ColorScript拖动到TestCube上
  • 如图,依次设置六个面的颜色
    在这里插入图aaaa
  • 点击Play运行查看结果,如图所示
    在这里插入图片描述
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