报错内容:Mesh.colors is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.
百度翻译:mesh.colors出界。阵列提供需要的大小为mesh.vertices阵列相同。
。。。
print("color length is: " + m_colors.Length + " ,m_vertices length is: " + m_vertices.Length);
m_mesh.colors = m_colors;
m_mesh.vertices = m_vertices;
m_triangles[m_triangles.Length - 1] = 1;
m_mesh.triangles = m_triangles;
。。。
上面的color length 是21,vertices length也是21,所以报错提示是错误的
将代码改为:
。。。
print("color length is: " + m_colors.Length + " ,m_vertices length is: " + m_vertices.Length);
m_mesh.vertices = m_vertices;
m_mesh.colors = m_colors;
m_triangles[m_triangles.Length - 1] = 1;
m_mesh.triangles = m_triangles;
。。。
错误消失.
还有Shader开始是这样写的:
struct data{
float4 vertex:POSITION;
fixed4 color:COLOR;
};
data vert(data v){
v.vertex = mul(UNITY_MATRIX_MVP,v.vertex);
return v;
}
fixed4 frag(data f):COLOR{
return f.color;
}
无法显示自己写的面片,改为:
struct data{
float4 vertex:POSITION;
fixed3 color:COLOR;
};
data vert(data v){
v.vertex = mul(UNITY_MATRIX_MVP,v.vertex);
return v;
}
fixed4 frag(data f):COLOR{
return fixed4(f.color,1);
}
正常显示,基本看下就懂