Mesh网格生成地形

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

public class MapTwo : MonoBehaviour
{
    public Color water;
    public Color ludi;
    int x = 100, y = 100;
    // Start is called before the first frame update
    void Start()
    {
        HUA();
    }

    private void HUA()
    {
        MeshFilter mf = gameObject.AddComponent<MeshFilter>();
        MeshRenderer mr = gameObject.AddComponent<MeshRenderer>();
        MeshCollider mc = gameObject.AddComponent<MeshCollider>();

        Mesh mesh = new Mesh();
        VertexHelper vh = new VertexHelper();
        Texture2D texture = new Texture2D(x, y);

        for (int i = 0; i < x; i++)
        {
            for (int j = 0; j < y; j++)
            {
                float uvx = (float)i / (x - 1);
                float uvy = (float)j / (y - 1);
                float height = Mathf.PerlinNoise((uvx + 0.02f * i), (uvy + 0.02f * j));
                Color col = GET(height);
                texture.SetPixel(i, j, col);
                vh.AddVert(new Vector3(i, height * 50, j), col, new Vector2(uvx, uvy));
                if (i != x - 1 && j != y - 1)
                {
                    vh.AddTriangle(i * y + j, i * y + j + 1, (i + 1) * y + j + 1);
                    vh.AddTriangle(i * y + j, (i + 1) * y + j + 1, (i + 1) * y + j);
                }
            }
        }
        texture.Apply();
        vh.FillMesh(mesh);
        mf.mesh = mesh;
        mc.sharedMesh = mesh;
        mr.material.mainTexture = texture;
    }

    private Color GET(float height)
    {
        if (height <= 0.4f)
        {
            return water;
        }
        else
        {
            return ludi;
        }
    }
}

把这个脚本挂载再空物体上就可以了

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