首先要确保模型是低模,如果模型精度较高只通过这样改变mesh的顶点三角索引效果就不明显
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<MeshFilter>();
Mesh mesh = meshFilter.mesh;
修改模型mesh顶点索引然后重新计算法线,使三角面上三个顶点的法线与三角面的法线平行,这样整个三角面光照效果相同(颜色相同),就有了Low Poly效果:
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[triangles.Length];//用于保存新的顶点信息
for (int i = 0; i < triangles.Length; i++)
{
verts[i] = oldVerts[triangles[i]];
triangles[i] = 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
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
运行程序后会在Assets下生成Mesh文件,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<MeshFilter>();
mesh = meshFilter.mesh;
Vector3[] oldVerts = mesh.vertices;
int[] triangles = mesh.triangles;
Vector3[] verts = new Vector3[triangles.Length];
for (int i = 0; i < triangles.Length; i++)
{
verts[i] = oldVerts[triangles[i]];
triangles[i] = 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();
}
}