参考:https://springdong.blog.csdn.net/article/details/77369734这位大佬的文章
using UnityEngine;
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class GridDraw : MonoBehaviour
{
void Start()
{
Generate();
}
public int sizeX;
public int sizeY;
private Mesh mesh;
private Vector3[] vertices;
private void Generate()
{
GetComponent<MeshFilter>().mesh = mesh = new Mesh();
mesh.name = "MyMesh";
vertices = new Vector3[(sizeX + 1) * (sizeY + 1)];
//每个顶点都有对应的Uv坐标
Vector2[] uv = new Vector2[vertices.Length];
//切线向量(切线空间下),
//切线空间坐标轴是什么?
//切线空间下 z轴为其法线向量,x轴为顶点切线,最后y轴由x和z的叉乘得到,为什么要设置tangent的w分向量?
//叉乘Cross会得