Files
2026-03-04 10:03:45 +08:00

68 lines
2.6 KiB
C#

using UnityEngine;
namespace AmazingAssets.TerrainToMesh.Example
{
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class ExportGrass : MonoBehaviour
{
public TerrainData terrainData;
public int vertexCountHorizontal = 100;
public int vertexCountVertical = 100;
private void Start()
{
if (terrainData == null)
{
return;
}
Mesh sharedMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, Normal.CalculateFromMesh);
GetComponent<MeshFilter>().sharedMesh = sharedMesh;
Material sharedMaterial = new Material(Shader.Find("Standard"));
GetComponent<Renderer>().sharedMaterial = sharedMaterial;
DetailPrototypesData[] array = terrainData.TerrainToMesh().ExportGrassData(vertexCountHorizontal, vertexCountVertical, 1, 1, 8, 1f);
Mesh sharedMesh2 = Utilities.CreateGrassMesh(1);
Shader shader = Shader.Find(Constants.shaderGrass);
string materailPropMainTex = Utilities.GetMaterailPropMainTex();
for (int i = 0; i < array.Length; i++)
{
GameObject gameObject = new GameObject("Grass");
gameObject.transform.SetParent(base.gameObject.transform, worldPositionStays: false);
Material material = new Material(shader);
material.SetTexture(materailPropMainTex, array[i].detailPrototype.prototypeTexture);
for (int j = 0; j < array[i].position.Count; j++)
{
GameObject obj = new GameObject("Grass");
obj.AddComponent<MeshFilter>().sharedMesh = sharedMesh2;
obj.AddComponent<MeshRenderer>().sharedMaterial = material;
obj.transform.SetParent(gameObject.transform, worldPositionStays: true);
obj.transform.localPosition = array[i].position[j];
obj.transform.localRotation = Quaternion.Euler(0f, Random.value * 360f, 0f);
obj.transform.localScale = array[i].scale[j];
}
foreach (Mesh item in Utilities.CombineGameObjects(gameObject, material, "Grass", array[i].detailPrototype.prototypeTexture.name))
{
BakeHealthyAndDryColorsInsideVertexColor(item, array[i].detailPrototype);
}
}
}
private void BakeHealthyAndDryColorsInsideVertexColor(Mesh mesh, DetailPrototype detailPrototype)
{
Vector3[] vertices = mesh.vertices;
Color[] colors = mesh.colors;
Color healthyColor = detailPrototype.healthyColor;
healthyColor.a = 1f;
Color dryColor = detailPrototype.dryColor;
dryColor.a = 1f;
for (int i = 0; i < vertices.Length; i++)
{
float t = Mathf.PerlinNoise(vertices[i].x * detailPrototype.noiseSpread, vertices[i].z * detailPrototype.noiseSpread);
colors[i] *= Color.Lerp(dryColor, healthyColor, t);
}
mesh.colors = colors;
}
}
}