在unity3d中分别修改Cube每个面的贴图UV
关于UV贴图的文章我们在前面已经介绍过《如何实现Unity3d手动UV动画 》,本篇文章我们来看下修改一个Cube中每个面的贴图UV,也就是贴图中有多个矩形贴图,需要程序从贴图中读取一部分赋值给Cube每个面。
看下最终效果图
废话不多说,贴上代码
using Unity Engine;
using System.Collections;
public class CustomUVS : MonoBehaviour {
public Vector2 topPoint;
public Vector2 bottomPoint;
public Vector2 leftPoint;
public Vector2 rightPoint;
public Vector2 frontPoint;
public Vector2 backPoint;
private Mesh m_mesh;
public enum CubeFaceType
{
Top,
Bottom,
Left,
Right,
Front,
Back
};
// Use this for initialization
void Start () {
MeshFilter meshFilter = GetComponent();
if (meshFilter == null) {
Debug.LogError("Script needs MeshFilter component");
return;
}
#if UNITY_EDITOR
Mesh meshCopy = Mesh.Instantiate(meshFilter.sharedMesh) as Mesh; // Make a deep copy
meshCopy.name = "Cube";
m_mesh = meshFilter.mesh = meshCopy; // Assign the copy to the meshes
#else
m_mesh = meshFilter.mesh;
#endif
if (m_mesh == null || m_mesh.uv.Length != 24) {
Debug.LogError("Script needs to be attached to built-in cube");
return;
}
UpdateMeshUVS();
}
// Update is called once per frame
void Update ()
{
#if UNITY_EDITOR
UpdateMeshUVS();
#endif
}
void UpdateMeshUVS()
{
Vector2[] uvs = m_mesh.uv;
// Front
SetFaceTexture(CubeFaceType.Front, uvs);
// Top
SetFaceTexture(CubeFaceType.Top, uvs);
// Back
SetFaceTexture(CubeFaceType.Back, uvs);
// Bottom
SetFaceTexture(CubeFaceType.Bottom, uvs);
// Left
SetFaceTexture(CubeFaceType.Left, uvs);
// Right
SetFaceTexture(CubeFaceType.Right, uvs);
m_mesh.uv = uvs;
}
Vector2[] GetUVS(float originX, float originY)
{
Vector2[] uvs = new Vector2;
uvs = new Vector2(originX / 3.0f, originY / 3.0f);
uvs = new Vector2((originX + 1) / 3.0f, originY / 3.0f);
uvs = new Vector2(originX / 3.0f, (originY + 1) / 3.0f);
uvs = new Vector2((originX + 1) / 3.0f, (originY + 1) / 3.0f);
return uvs;
}
void SetFaceTexture(CubeFaceType faceType, Vector2[] uvs)
{
if (faceType == CubeFaceType.Front) {
Vector2[] newUVS = GetUVS(frontPoint.x, frontPoint.y);
uvs = newUVS;
uvs = newUVS;
uvs = newUVS;
uvs = newUVS;
}else if (faceType == CubeFaceType.Back) {
Vector2[] newUVS = GetUVS(backPoint.x, backPoint.y);
uvs = newUVS;
uvs = newUVS;
uvs = newUVS;
uvs = newUVS;
}else if (faceType == CubeFaceType.Top) {
Vector2[] newUVS = GetUVS(topPoint.x, topPoint.y);
uvs = newUVS;
uvs = newUVS;
uvs = newUVS;
uvs = newUVS;
}else if (faceType == CubeFaceType.Bottom) {
Vector2[] newUVS = GetUVS(bottomPoint.x, bottomPoint.y);
uvs = newUVS;
uvs = newUVS;
uvs = newUVS;
uvs = newUVS;
}else if (faceType == CubeFaceType.Left) {
Vector2[] newUVS = GetUVS(leftPoint.x, leftPoint.y);
uvs = newUVS;
uvs = newUVS;
uvs = newUVS;
uvs = newUVS;
}else if (faceType == CubeFaceType.Right) {
Vector2[] newUVS = GetUVS(rightPoint.x, rightPoint.y);
uvs = newUVS;
uvs = newUVS;
uvs = newUVS;
uvs = newUVS;
}
}
}
使用的贴图
给一个Cube添加改图片材质。并添加CustomUVS.cs脚本。修改需要截取的区域原点
注意:由于图片是3×3的,所以截取区域中按3等分截取。
好了,本篇unity3d教程到此结束,下篇我们再会!
资源地址: http://cg.silucg.com/dongman/unity3d/7996.html
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