偶然在屏幕后处理v2中看到自定义mesh,设置其vertices属性及indexes属性,然后渲染,感到好奇,就查了一下mesh用法。
有一种用法就是创建一个空GameObject,在其上挂一个脚本,在脚本中给这个GameObject添加MeshFilter和MeshRenderer组件,然后获取MeshFilter的mesh,清空该mesh,再将该mesh的vertices和triangles设置成自己想要的。设置triangle时最好是逆时针或者顺时针。另外还需要设置meshRender组件的材质球。这个例子中,只把mesh设置成一个三角形,更复杂的mesh制作可以看下面的参考文档。
脚本代码如下
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class makeTriangleMesh : MonoBehaviour {
GameObject m_go;
public Material m_material;
// Use this for initialization
void Start () {
m_go = this.gameObject;
DrawTriangle();
}
void DrawTriangle()
{
m_go.AddComponent<MeshFilter>();
m_go.AddComponent<MeshRenderer>();
m_go.GetComponent<MeshRenderer>().material = m_material;
Mesh mesh = GetComponent<MeshFilter>().mesh;
mesh.Clear();
mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0) };
//设置三角形顶点顺序,顺时针设置
mesh.triangles = new int[] { 0, 1, 2 };
}
// Update is called once per frame
void Update () {
}
}
在官方自带的commandBUffer实例中,commandBuffer的drawMesh方法如下
// construct command buffer to draw lights and compute illumination on the scene
foreach (var o in system.m_Lights)
{
// light parameters we'll use in the shader
param.x = o.m_TubeLength;
param.y = o.m_Size;
param.z = 1.0f / (o.m_Range * o.m_Range);
param.w = (float)o.m_Kind;
buf.m_AfterLighting.SetGlobalVector (propParams, param);
// light color
buf.m_AfterLighting.SetGlobalColor (propColor, o.GetLinearColor());
// draw sphere that covers light area, with shader
// pass that computes illumination on the scene
trs = Matrix4x4.TRS(o.transform.position, o.transform.rotation, new Vector3(o.m_Range*2,o.m_Range*2,o.m_Range*2));
buf.m_AfterLighting.DrawMesh (m_SphereMesh, trs, m_LightMaterial, 0, 0);
}
参考:http://blog.youkuaiyun.com/nanggong/article/details/54311090