合并网格_换装

找模型材质

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

public class CombineMesh : MonoBehaviour
{


    public SkinnedMeshRenderer[] sk;
    void Start()
    {                      
        Mesh mesh = new Mesh();
        List<CombineInstance>combines=new List<CombineInstance>();
        List<Texture2D>textures =new List<Texture2D>();
        for (int i = 0; i < sk.Length; i++)
        {
            CombineInstance instance = new CombineInstance();
            instance.mesh = sk[i].sharedMesh;
            instance.transform = sk[i].transform.localToWorldMatrix;//4*4矩阵
            combines.Add(instance);
            textures.Add(sk[i].sharedMaterial.GetTexture("_BackTex") as Texture2D);
           
        }
        mesh.CombineMeshes(combines.ToArray(), false, false,true);
       
        mesh.CombineMeshes(combines.ToArray());
        //合并纹理
        Texture2D texture = new Texture2D(0, 0);
        

        Rect[]rects= texture.PackTextures(textures.ToArray(), 0);
        //通过矩形数据 rects 重新计算uv坐标
        List<Vector2>uv=new List<Vector2>();
        for (int i = 0; i < sk.Length; i++)
        {
           Vector2 [] olduv=sk[i].sharedMesh.uv;
            for (int j = 0; j < olduv.Length; j++)
            {
                float uvx = rects[i].x + rects[i].width * olduv[j].x;
                float uvy = rects[i].y + rects[i].height* olduv[j].y;
                uv.Add(new Vector2(uvx, uvy));
            }
            
        }
        mesh.uv = uv.ToArray(); 

        GetComponent<MeshFilter>().mesh = mesh;

        Texture2D face = sk[0].sharedMaterial.GetTexture("_MainTex") as Texture2D;
        Material material = new Material(Shader.Find("Custom/Face"));
        material.SetTexture("_BackTex", texture); 
        material.SetTexture("_MainTex",  sk[0].sharedMaterial.GetTexture("_MainTex"));
        material.SetTexture("_MainTex",face);    
        GetComponent<MeshRenderer>().material = material;
  
    }

 
}

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