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Commented out unused UV data from mesh.

Refactored Shader Graph nodes.
/Shaders2019
Arturo Nereu 4 年前
当前提交
8f5de6c7
共有 2 个文件被更改,包括 71 次插入431 次删除
  1. 54
      Assets/Shaders/Scripts/BarycentricDataBuilder.cs
  2. 448
      Assets/Shaders/Shader Graphs/WireFrame.shadergraph

54
Assets/Shaders/Scripts/BarycentricDataBuilder.cs


{
private Mesh m_Mesh;
// Start is called before the first frame update
// Update is called once per frame
//void Update()
//{
// GenerateBarycentricData();
//}
private void Reset()
{
GenerateBarycentricData();
}
m_Mesh = GetComponent<MeshFilter>().mesh;
m_Mesh = GetComponent<MeshFilter>().sharedMesh;
SetVertexColors(m_Mesh);
}
void SetVertexColors(Mesh mesh)
{
Color[] colorCoords = new[]
{
new Color(1, 0, 0),

Color32[] vertexColors = new Color32[m_Mesh.vertexCount];
//compute vertexcolors
//for(int i = 0; i < vertexColors.Length; i++)
//{
// vertexColors[i] = colorCoords[(int)Mathf.Repeat(i, 3)];
// //vertexColors[i] = Color.red;
//}
for (int i = 0; i < vertexColors.Length; i += 3)
{
vertexColors[i] = colorCoords[0];

//for (int i = 0; i < m_Mesh.triangles.Length; i++)
//{
// vertexColors[m_Mesh.triangles[i]] = colorCoords[(int)Mathf.Repeat(i, 3)];
// //vertexColors[m_Mesh.triangles[i]] = colorCoords[0];
// //vertexColors[m_Mesh.triangles[i + 1]] = colorCoords[1];
// //vertexColors[m_Mesh.triangles[i + 2]] = colorCoords[2];
//}
//compute vertexcolors
//m_Mesh.RecalculateNormals();
//m_Mesh.MarkModified();
}
void SplitMesh(Mesh mesh)

Vector3[] normals = mesh.normals;
Vector2[] uvs = mesh.uv;
//Vector2[] uvs = mesh.uv;
Vector2[] newUvs;
//Vector2[] newUvs;
newUvs = new Vector2[n];
//newUvs = new Vector2[n];
if (uvs.Length > 0)
{
newUvs[i] = uvs[triangles[i]];
}
//if (uvs.Length > 0)
//{
// newUvs[i] = uvs[triangles[i]];
//}
mesh.uv = newUvs;
//mesh.uv = newUvs;
mesh.triangles = triangles;
}
}

448
Assets/Shaders/Shader Graphs/WireFrame.shadergraph
文件差异内容过多而无法显示
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