Created
November 13, 2016 20:20
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using UnityEditor; | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class ImportFlatShadedMesh : AssetPostprocessor { | |
void OnPostprocessModel(GameObject g){ | |
Mesh m = g.GetComponentInChildren<MeshFilter>().sharedMesh; | |
Vector3[] oldVertices = m.vertices; | |
Vector3[] newVertices = new Vector3[m.triangles.Length]; | |
Vector2[] newUvs1 = new Vector2[newVertices.Length]; | |
Vector2[] newUvs2 = new Vector2[newVertices.Length]; | |
int uv1l = m.uv.Length; | |
int uv2l = m.uv2.Length; | |
// Loop over submeshes | |
int offset = 0; | |
int[][] submeshes = new int[m.subMeshCount][]; | |
for (int s=0; s<m.subMeshCount; ++s){ | |
submeshes[s] = m.GetIndices(s); | |
for(int i = 0; i < submeshes[s].Length; i++) { | |
newVertices[i+offset] = oldVertices[submeshes[s][i]]; | |
if (uv1l<=submeshes[s][i]){ | |
newUvs1[i+offset] = new Vector2(0,0); | |
} else { | |
newUvs1[i+offset] = m.uv[submeshes[s][i]]; | |
} | |
if (uv2l<=submeshes[s][i]){ | |
newUvs2[i+offset] = new Vector2(0,0); | |
} else { | |
newUvs2[i+offset] = m.uv2[submeshes[s][i]]; | |
} | |
submeshes[s][i] = i+offset; | |
} | |
offset += submeshes[s].Length; | |
} | |
// re-assign to mesh | |
m.vertices = newVertices; | |
for (int i=0; i<submeshes.Length; ++i){ | |
m.SetTriangles(submeshes[i],i); | |
} | |
m.uv = newUvs1; | |
m.uv2 = newUvs2; | |
m.RecalculateNormals(); | |
} | |
} |
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