地形绘制,主要是通过噪点来绘制地形,凹凸通过噪点来显示。计算出对应的vector3数据,将其绘制顺序添加进集合进行绘制
1,先利用Mathf.PerlinNoise随机出地图的高度,再计算uvx,uvy,用Color.Lerp使地图变色,
2,利用帮助类的AddVert添加顶点,计算出绘制顺序,利用帮助类的AddTriangle添加绘制顺序
代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DrawMap : MonoBehaviour
{
int x = 120, y=120;
// Start is called before the first frame update
void Start()
{
VertexHelper vh = new VertexHelper();
Texture2D used = new Texture2D(x, y);
for (int i = 0; i < x; i++)
{
for (int j = 0; j < y; j++)
{
float height = Mathf.PerlinNoise(i * 0.1f, j * 0.1f);
float uvx = (float)i / (x - 1);
float uvy = (float)j / (y - 1);
Color color = Color.Lerp(Color.blue, Color.green, height);
used.SetPixel(i, j, color);
vh.AddVert(new Vector3(i, height * 5, j), color, 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 );
}
}
}
used.Apply();
Mesh mesh = new Mesh();
vh.FillMesh(mesh);
GetComponent<MeshFilter>().mesh = mesh;
GetComponent<MeshCollider>().sharedMesh = mesh;
GetComponent<MeshRenderer>().material.mainTexture = used;
}
private Color CheckColor(float height)
{
return Color.Lerp(Color.blue, Color.green, height);
}
// Update is called once per frame
void Update()
{
}
}