unity shader graph 用物体任意方向裁切物体

该文章介绍了一种在Unity中裁切物体的技术。通过将UrpCut材质应用到物体表面,并挂载CaculateCutObjFace脚本到任意对象,利用MeshRenderer和Shader来设定裁切面,可以根据物体的位置和方向动态裁切物体。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

物体的任意角度和位置去裁切物体

 将UrpCut赋给需要裁切物体的材质球上

将CaculateCutObjFace挂在任意物体上,将被裁切的物体赋给Meshrender

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CaculateCutObjFace : MonoBehaviour
{
    public Material material;
    public Shader cutshader;
    public MeshRenderer Meshrender;

    private Vector3 localpos;


    void Update()
    {
Vector3 point = transform.position;
Vector3 normal = transform.forward;
float dis = Vector3.Dot(point, normal.normalized);
for (int i = 0; i < Meshrender.materials.Length; i++)
{
    Meshrender.materials[i].SetVector("_Plane", new Vector4(normal.x, normal.y, normal.z, dis));
}
    }
}

文件下载

var target1 : Transform; var target1C : Transform; var target2 : Transform; var target2C : Transform; var mousePos1 : Vector3; var mousePos2 : Vector3; var cursorImage : Texture; var Mouse : GUISkin; private var MouseImg : boolean = false; function Update() { if(Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer) { if(Input.touchCount == 1) { mousePos1 = Input.touches[0].position; } else if(Input.touchCount == 2) { mousePos1 = Input.touches[0].position; mousePos2 = Input.touches[1].position; } } else { mousePos1 = Input.mousePosition; } target1.position = camera.ScreenToWorldPoint (Vector3(mousePos1.x,mousePos1.y,1)); target2.position = camera.ScreenToWorldPoint (Vector3(mousePos2.x,mousePos2.y,1)); } function LateUpdate() { if(Input.GetKey(KeyCode.Escape)) { Application.Quit(); } } function OnGUI() { if(MouseImg) { GUI.skin = Mouse; var windowRect : Rect = Rect (mousePos1.x - cursorImage.width/2, Screen.height - mousePos1.y - cursorImage.height/2, cursorImage.width, cursorImage.height); windowRect = GUI.Window (0, windowRect, DoMyWindow, "My Window"); } if(GUILayout.Button("PlanA")) { Screen.showCursor = !Screen.showCursor; target1.gameObject.active = !target1.gameObject.active; target1C.gameObject.active = target1.gameObject.active; if(Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer) { target2.gameObject.active = !target2.gameObject.active; target2C.gameObject.active = target2.gameObject.active; } } else if(GUILayout.Button("PlanB")) { Screen.showCursor = !Screen.showCursor; MouseImg = !MouseImg; } else if(GUILayout.Button("Restart")) { Application.LoadLevel(0); } if(GUI.Button(new Rect(Screen.width-120,Screen.height-40,120,30),"Click to YUHUA!")) {
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值