本文主要是介绍Unity使用Mesh动态加载3D模型,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
Unity提供Mesh类型,允许用户动态的将顶点坐标,顶点颜色,顶点法向量,顶点UV等属性动态传输给Mesh类,在场景中绘制用户自定义的三维模型。
下面说下实现步骤:
1. 在场景中创建一个空物体,右键单击->Create Empty,命名为DynamicCubeObject。
2. 在工程中创建一个C#脚本,命名为DynamicMesh.cs,并将DynamicMesh.cs脚本拖拽到DynamicCubeObject上,DynamicMesh.cs代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class DynamicMesh : MonoBehaviour
{private Mesh DynamicMeshCube;private Vector3[] VertexPositions; private Color[] VertexColors;private Vector3[] VertexNornals;private int[] Indices;// Start is called before the first frame updatevoid Start(){DynamicMeshCube = new Mesh();GameObject go = new GameObject("Dynamic_Cube");go.transform.SetParent(this.transform, false);go.transform.localScale = new Vector3(1, 1, 1);//go.transform.rotation = Quaternion.AngleAxis(0, Vector3.up);MeshFilter meshFilter = go.AddComponent<MeshFilter>();MeshRenderer meshRenderer = go.AddComponent<MeshRenderer>();meshFilter.mesh = DynamicMeshCube;meshRenderer.material = new Material(Shader.Find("Unlit/CubeShader"));}// Update is called once per framevoid Update(){}void FixedUpdate(){VertexPositions = new Vector3[36];VertexColors = new Color[36];VertexNornals = new Vector3[36];VertexPositions[0] = new Vector3(-1.0f, 1.0f, 1.0f);VertexColors[0] = new Color(0f, 0.5273f, 0.2656f);VertexNornals[0] = new Vector3(0.0f, 0.0f, 1.0f);VertexPositions[1] = new Vector3(-1.0f, -1.0f, 1.0f);VertexColors[1] = new Color(0f, 0.5273f, 0.2656f);VertexNornals[1] = new Vector3(0.0f, 0.0f, 1.0f);VertexPositions[2] = new Vector3(1.0f, 1.0f, 1.0f);VertexColors[2] = new Color(0f, 0.5273f, 0.2656f);VertexNornals[2] = new Vector3(0.0f, 0.0f, 1.0f);VertexPositions[3] = new Vector3(-1.0f, -1.0f, 1.0f);VertexColors[3] = new Color(0f, 0.5273f, 0.2656f);VertexNornals[3] = new Vector3(0.0f, 0.0f, 1.0f);VertexPositions[4] = new Vector3(1.0f, -1.0f, 1.0f);VertexColors[4] = new Color(0f, 0.5273f, 0.2656f);VertexNornals[4] = new Vector3(0.0f, 0.0f, 1.0f);VertexPositions[5] = new Vector3(1.0f, 1.0f, 1.0f);VertexColors[5] = new Color(0f, 0.5273f, 0.2656f);VertexNornals[5] = new Vector3(0.0f, 0.0f, 1.0f);VertexPositions[6] = new Vector3(1.0f, 1.0f, 1.0f);VertexColors[6] = new Color(0.0f, 0.3398f, 0.9023f);VertexNornals[6] = new Vector3(1.0f, 0.0f, 0.0f);VertexPositions[7] = new Vector3(1.0f, -1.0f, 1.0f);VertexColors[7] = new Color(0.0f, 0.3398f, 0.9023f);VertexNornals[7] = new Vector3(1.0f, 0.0f, 0.0f);VertexPositions[8] = new Vector3(1.0f, 1.0f, -1.0f);VertexColors[8] = new Color(0.0f, 0.3398f, 0.9023f);VertexNornals[8] = new Vector3(1.0f, 0.0f, 0.0f);VertexPositions[9] = new Vector3(1.0f, -1.0f, 1.0f);VertexColors[9] = new Color(0.0f, 0.3398f, 0.9023f);VertexNornals[9] = new Vector3(1.0f, 0.0f, 0.0f);VertexPositions[10] = new Vector3(1.0f, -1.0f, -1.0f);VertexColors[10] = new Color(0.0f, 0.3398f, 0.9023f);VertexNornals[10] = new Vector3(1.0f, 0.0f, 0.0f);VertexPositions[11] = new Vector3(1.0f, 1.0f, -1.0f);VertexColors[11] = new Color(0.0f, 0.3398f, 0.9023f);VertexNornals[11] = new Vector3(1.0f, 0.0f, 0.0f);VertexPositions[12] = new Vector3(1.0f, 1.0f, -1.0f);VertexPositions[13] = new Vector3(1.0f, -1.0f, -1.0f);VertexPositions[14] = new Vector3(-1.0f, 1.0f, -1.0f);VertexPositions[15] = new Vector3(1.0f, -1.0f, -1.0f);VertexPositions[16] = new Vector3(-1.0f, -1.0f, -1.0f);VertexPositions[17] = new Vector3(-1.0f, 1.0f, -1.0f);VertexColors[12] = new Color(0f, 0.5273f, 0.2656f);VertexColors[13] = new Color(0f, 0.5273f, 0.2656f);VertexColors[14] = new Color(0f, 0.5273f, 0.2656f);VertexColors[15] = new Color(0f, 0.5273f, 0.2656f);VertexColors[16] = new Color(0f, 0.5273f, 0.2656f);VertexColors[17] = new Color(0f, 0.5273f, 0.2656f);VertexNornals[12] = new Vector3(0.0f, 0.0f, -1.0f);VertexNornals[13] = new Vector3(0.0f, 0.0f, -1.0f);VertexNornals[14] = new Vector3(0.0f, 0.0f, -1.0f);VertexNornals[15] = new Vector3(0.0f, 0.0f, -1.0f);VertexNornals[16] = new Vector3(0.0f, 0.0f, -1.0f);VertexNornals[17] = new Vector3(0.0f, 0.0f, -1.0f);VertexPositions[18] = new Vector3(-1.0f, 1.0f, -1.0f);VertexPositions[19] = new Vector3(-1.0f, -1.0f, -1.0f);VertexPositions[20] = new Vector3(-1.0f, 1.0f, 1.0f);VertexPositions[21] = new Vector3(-1.0f, -1.0f, -1.0f);VertexPositions[22] = new Vector3(-1.0f, -1.0f, 1.0f);VertexPositions[23] = new Vector3(-1.0f, 1.0f, 1.0f);VertexColors[18] = new Color(0.0f, 0.3398f, 0.9023f);VertexColors[19] = new Color(0.0f, 0.3398f, 0.9023f);VertexColors[20] = new Color(0.0f, 0.3398f, 0.9023f);VertexColors[21] = new Color(0.0f, 0.3398f, 0.9023f);VertexColors[22] = new Color(0.0f, 0.3398f, 0.9023f);VertexColors[23] = new Color(0.0f, 0.3398f, 0.9023f);VertexNornals[18] = new Vector3(-1.0f, 0.0f, 0.0f);VertexNornals[19] = new Vector3(-1.0f, 0.0f, 0.0f);VertexNornals[20] = new Vector3(-1.0f, 0.0f, 0.0f);VertexNornals[21] = new Vector3(-1.0f, 0.0f, 0.0f);VertexNornals[22] = new Vector3(-1.0f, 0.0f, 0.0f);VertexNornals[23] = new Vector3(-1.0f, 0.0f, 0.0f);VertexPositions[24] = new Vector3(-1.0f, 1.0f, -1.0f);VertexPositions[25] = new Vector3(-1.0f, 1.0f, 1.0f);VertexPositions[26] = new Vector3(1.0f, 1.0f, -1.0f);VertexPositions[27] = new Vector3(-1.0f, 1.0f, 1.0f);VertexPositions[28] = new Vector3(1.0f, 1.0f, 1.0f);VertexPositions[29] = new Vector3(1.0f, 1.0f, -1.0f);VertexColors[24] = new Color(0.8359375f, 0.17578125f, 0.125f);VertexColors[25] = new Color(0.8359375f, 0.17578125f, 0.125f);VertexColors[26] = new Color(0.8359375f, 0.17578125f, 0.125f);VertexColors[27] = new Color(0.8359375f, 0.17578125f, 0.125f);VertexColors[28] = new Color(0.8359375f, 0.17578125f, 0.125f);VertexColors[29] = new Color(0.8359375f, 0.17578125f, 0.125f);VertexNornals[24] = new Vector3(0.0f, 1.0f, 0.0f);VertexNornals[25] = new Vector3(0.0f, 1.0f, 0.0f);VertexNornals[26] = new Vector3(0.0f, 1.0f, 0.0f);VertexNornals[27] = new Vector3(0.0f, 1.0f, 0.0f);VertexNornals[28] = new Vector3(0.0f, 1.0f, 0.0f);VertexNornals[29] = new Vector3(0.0f, 1.0f, 0.0f);VertexPositions[30] = new Vector3(1.0f, -1.0f, -1.0f);VertexPositions[31] = new Vector3(1.0f, -1.0f, 1.0f);VertexPositions[32] = new Vector3(-1.0f, -1.0f, -1.0f);VertexPositions[33] = new Vector3(1.0f, -1.0f, 1.0f);VertexPositions[34] = new Vector3(-1.0f, -1.0f, 1.0f);VertexPositions[35] = new Vector3(-1.0f, -1.0f, -1.0f);VertexColors[30] = new Color(0.8359375f, 0.17578125f, 0.125f);VertexColors[31] = new Color(0.8359375f, 0.17578125f, 0.125f);VertexColors[32] = new Color(0.8359375f, 0.17578125f, 0.125f);VertexColors[33] = new Color(0.8359375f, 0.17578125f, 0.125f);VertexColors[34] = new Color(0.8359375f, 0.17578125f, 0.125f);VertexColors[35] = new Color(0.8359375f, 0.17578125f, 0.125f);VertexNornals[30] = new Vector3(0.0f, -1.0f, 0.0f);VertexNornals[31] = new Vector3(0.0f, -1.0f, 0.0f);VertexNornals[32] = new Vector3(0.0f, -1.0f, 0.0f);VertexNornals[33] = new Vector3(0.0f, -1.0f, 0.0f);VertexNornals[34] = new Vector3(0.0f, -1.0f, 0.0f);VertexNornals[35] = new Vector3(0.0f, -1.0f, 0.0f);Indices = new int[36];for (int i = 0; i < 36; i++){Indices[i] = i;}DynamicMeshCube.Clear();DynamicMeshCube.SetVertices(VertexPositions);DynamicMeshCube.SetIndices(Indices, MeshTopology.Triangles, 0);DynamicMeshCube.SetColors(VertexColors);DynamicMeshCube.SetNormals(VertexNornals);this.transform.Rotate(Vector3.right, 45 * Time.deltaTime, Space.Self);this.transform.Rotate(Vector3.up, 45 * Time.deltaTime, Space.Self);}
}
如上代码所示,实现的是一个简单的Cube,当然也可以从fbx,obj等模型文件中解析出顶点拓扑信息,传输给mesh。在上面的示例为了方便展示使用的顶点颜色而不是顶点的UV,所以还需要一个自制的Shader才能正常显示。
3. 创建目录Assets->Resources,在Resources目录下新建CubeShader.shader,DynamicMesh.cs会在代码中动态加载CubeShader.shader,CubeShader.shader代码如下:
Shader "Unlit/CubeShader"
{Properties{_Color("Color Tint", Color) = (1, 1, 1, 1)_MainTex("Main Tex", 2D) = "white" {}_BumpMap("Normal Map", 2D) = "bump" {}}SubShader{Tags { "RenderType" = "Opaque" "Queue" = "Geometry"}Pass {Tags { "LightMode" = "ForwardBase" }CGPROGRAM#pragma multi_compile_fwdbase#pragma vertex vert#pragma fragment frag#include "Lighting.cginc"#include "AutoLight.cginc"fixed4 _Color;sampler2D _MainTex;float4 _MainTex_ST;sampler2D _BumpMap;float4 _BumpMap_ST;struct a2v {float4 vertex : POSITION;float3 normal : NORMAL;float4 tangent : TANGENT;float4 texcoord : TEXCOORD0;fixed4 color : COLOR0;};struct v2f {float4 pos : SV_POSITION;float4 uv : TEXCOORD0;float4 TtoW0 : TEXCOORD1;float4 TtoW1 : TEXCOORD2;float4 TtoW2 : TEXCOORD3;fixed4 color : COLOR0;SHADOW_COORDS(4)};v2f vert(a2v v) {v2f o;o.pos = UnityObjectToClipPos(v.vertex);o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;o.color = v.color;float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);TRANSFER_SHADOW(o);return o;}fixed4 frag(v2f i) : SV_Target {float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));fixed3 albedo = i.color.rgb * _Color.rgb;fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(bump, lightDir));UNITY_LIGHT_ATTENUATION(atten, i, worldPos);return fixed4(ambient + diffuse * atten, 1.0);}ENDCG}Pass {Tags { "LightMode" = "ForwardAdd" }Blend One OneCGPROGRAM#pragma multi_compile_fwdadd// Use the line below to add shadows for point and spot lights//#pragma multi_compile_fwdadd_fullshadows#pragma vertex vert#pragma fragment frag#include "Lighting.cginc"#include "AutoLight.cginc"fixed4 _Color;sampler2D _MainTex;float4 _MainTex_ST;sampler2D _BumpMap;float4 _BumpMap_ST;struct a2v {float4 vertex : POSITION;float3 normal : NORMAL;float4 tangent : TANGENT;float4 texcoord : TEXCOORD0;fixed4 color : COLOR0;};struct v2f {float4 pos : SV_POSITION;float4 uv : TEXCOORD0;float4 TtoW0 : TEXCOORD1;float4 TtoW1 : TEXCOORD2;float4 TtoW2 : TEXCOORD3;fixed4 color : COLOR0;SHADOW_COORDS(4)};v2f vert(a2v v) {v2f o;o.pos = UnityObjectToClipPos(v.vertex);o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;o.color = v.color;float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);TRANSFER_SHADOW(o);return o;}fixed4 frag(v2f i) : SV_Target {float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));fixed3 albedo = i.color.rgb * _Color.rgb;fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(bump, lightDir));UNITY_LIGHT_ATTENUATION(atten, i, worldPos);return fixed4(diffuse * atten, 1.0);}ENDCG}}FallBack "Diffuse"
}
4. 点击运行,效果图如下所示:
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