c#代码实现轴向镂空效果

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适用说明:

本文仅适用于模型比较简单,网格沿轴向分布的模型,如正方体,长方体等。

效果说明:

模型的贴图是完整的,但需要动态的按网格数来创建贴图实现指定效果,如下:

(镂空前)

(镂空后)

实现步骤:

一、获取网格数据

[System.Serializable]public struct MeshStruct  {    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;    }}

以上结构体说明需要获取到的网格信息

二、限制获取颜色区域

using UnityEngine;using UnityEngine.UI;using UnityEngine.Events;using System.Collections.Generic;public static class TextureUtility{    /// <summary>    /// 利用贴图获取网格贴图    /// </summary>    /// <param name="meshStruct"></param>    /// <param name="texture"></param>    /// <returns></returns>    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, colorline);                            }                        }                    }                }            }        }        newTexture.Apply();        return newTexture;    }}

三、修改材质球shader类型

由于standard材质球不支持双面显示效果,这里使用这个Shader:

Particles/Alpha Blended

    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;    }



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