今天把矩形网格做出来了 判断是不是直角,只保留边的颜色形成新的texture 和material
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public struct MeshStruct
{
//public object vertices { get; private set; }
public int[] triangles; // 网格的三角形
public Vector2[] uvs; // 网格的UV坐标
public MeshStruct(int[] triangles, Vector2[] uvs)
{
// this.vertices = vertices;
this.triangles = triangles;
this.uvs = uvs;
}
}
public class TextureUtility
{
public static Texture2D GetLineTexture(MeshStruct meshData, Texture2D texture)
{
int width = texture.width;
int height = texture.height;
Texture2D newTexture = new Texture2D(width, height, TextureFormat.ARGB32, false);
newTexture.alphaIsTransparency = true;
Color[] colors = new Color[width * height];
for (int i = 0; i < colors.Length; i++)
{
colors[i] = Color.clear;
}
newTexture.SetPixels(colors);
for (int k = 0; k < meshData.triangles.Length - 2; k += 3)
{
Vector2[] _uvs = new Vector2[3];
int tID1 = meshData.triangles[k];
int tID2 = meshData.triangles[k + 1];
int tID3 = meshData.triangles[k + 2];
_uvs[0] = meshData.uvs[tID1];
_uvs[1] = meshData.uvs[tID2];
_uvs[2] = meshData.uvs[tID3];
for (int i = 0; i < _uvs.Length; ++i)
{
for (int j = i + 1; j < _uvs.Length; ++j)
{
if (_uvs[i].x == _uvs[j].x || _uvs[i].y == _uvs[j].y)//轴向
{
float uvx1 = _uvs[i].x;
float uvy1 = _uvs[i].y;
float uvx2 = _uvs[j].x;
float uvy2 = _uvs[j].y;
int px1 = (int)(uvx1 * width);
int py1 = (int)(uvy1 * height);
int px2 = (int)(uvx2 * width);
int py2 = (int)(uvy2 * height);
int minpx = px1 < px2 ? px1 : px2;
int minpy = py1 < py2 ? py1 : py2;
int pw = Mathf.FloorToInt(Mathf.Abs((uvx1 - uvx2) * width));
int ph = Mathf.FloorToInt(Mathf.Abs((uvy1 - uvy2) * height));
for (int m = 0; m <= ph; m++)
{
for (int n = 0; n <= pw; n++)
{
Color colorline = texture.GetPixel(minpx + n, minpy + m);
newTexture.SetPixel(minpx + n, minpy + m, Color.black);
}
}
}
}
}
}
newTexture.Apply();
return newTexture;
}
public static Material GetParticalMaterial(Texture texture)
{
// Unity has a built-in shader that is useful for drawing
// simple colored things.
Shader shader = Shader.Find("Particles/Alpha Blended");
Material particMat = new Material(shader);
particMat.mainTexture = texture;
return particMat;
}
}
public class TestC:MonoBehaviour
{
private void Start()
{
Texture objtex= GetComponent<MeshRenderer>().material.mainTexture;
Debug.Log(objtex);
MeshStruct meshStruct = new MeshStruct(GetComponent<MeshFilter>().mesh.triangles, GetComponent<MeshFilter>().mesh.uv);
Texture outtex = TextureUtility.GetLineTexture(meshStruct, (Texture2D)objtex);
GetComponent<MeshRenderer>().material= TextureUtility.GetParticalMaterial(outtex);
}
}