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Removed unused code

/Shaders2019
Arturo Nereu 5 年前
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9b6951f3
共有 1 个文件被更改,包括 1 次插入66 次删除
  1. 67
      Assets/Shaders/Scripts/BarycentricDataBuilder.cs

67
Assets/Shaders/Scripts/BarycentricDataBuilder.cs


mesh.uv = newUvs;
mesh.triangles = triangles;
}
}
//[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
//public class Grid : MonoBehaviour
//{
// public int xSize, ySize;
// private Mesh mesh;
// private Vector3[] vertices;
// private void Awake()
// {
// Generate();
// }
// [ContextMenu("generate")]
// private void Generate()
// {
// GetComponent<MeshFilter>().mesh = mesh = new Mesh();
// mesh.name = "Procedural Grid";
// Color[] coords = new[]
// {
// new Color(1, 0, 0),
// new Color(0, 1, 0),
// new Color(0, 0, 1),
// };
// vertices = new Vector3[(xSize + 1) * (ySize + 1)];
// Vector2[] uv = new Vector2[vertices.Length];
// Vector4[] tangents = new Vector4[vertices.Length];
// Vector4 tangent = new Vector4(1f, 0f, 0f, -1f);
// Color32[] vertexColors = new Color32[vertices.Length];
// for (int i = 0, y = 0; y <= ySize; y++)
// {
// for (int x = 0; x <= xSize; x++, i++)
// {
// vertices[i] = new Vector3(x * 5, y * 5);
// vertexColors[i] = coords[(int)Mathf.Repeat(x - y, 3)];
// uv[i] = new Vector2((float)x / xSize, (float)y / ySize);
// tangents[i] = tangent;
// }
// }
// mesh.vertices = vertices;
// mesh.uv = uv;
// mesh.colors32 = vertexColors;
// mesh.tangents = tangents;
// int[] triangles = new int[xSize * ySize * 6];
// for (int ti = 0, vi = 0, y = 0; y < ySize; y++, vi++)
// {
// for (int x = 0; x < xSize; x++, ti += 6, vi++)
// {
// triangles[ti] = vi;
// triangles[ti + 3] = triangles[ti + 2] = vi + 1;
// triangles[ti + 4] = triangles[ti + 1] = vi + xSize + 1;
// triangles[ti + 5] = vi + xSize + 2;
// }
// }
// mesh.triangles = triangles;
// mesh.RecalculateNormals();
// }
//}
}
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