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@baobao
Last active July 5, 2017 01:05
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using UnityEngine;
using System.Collections;
/// <summary>
/// 頂点カラーとテクスチャ画像でで三角形を描画します
/// </summary>
[RequireComponent (typeof(MeshRenderer))]
[RequireComponent (typeof(MeshFilter))]
public class DynamicCreateMesh : MonoBehaviour
{
[SerializeField]
private Material _mat;
private void Start ()
{
var mesh = new Mesh ();
mesh.vertices = new Vector3[] {
new Vector3 (0, 1f),
new Vector3 (1f, -1f),
new Vector3 (-1f, -1f),
};
mesh.triangles = new int[] {
0, 1, 2
};
// 変更箇所 : UV座標を再設定
mesh.uv = new Vector2[] {
new Vector2 (0.5f, 1f),
new Vector2 (1f, 0f),
new Vector2 (0, 0),
};
mesh.colors = new Color[] {
Color.white,
Color.red,
Color.green
};
mesh.RecalculateNormals ();
var filter = GetComponent<MeshFilter> ();
filter.sharedMesh = mesh;
var renderer = GetComponent<MeshRenderer> ();
renderer.material = _mat;
}
}
Shader "Baobao/Unlit/SimpleVertexColorShader"
{
Properties{
// インスペクタからテクスチャをセットできるようにする
_MainTex("Texture", 2D) = "white"{}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
// プロパティでセットされた画像が格納される(同じ変数名にする必要あり)
sampler2D _MainTex;
// どこからも参照していないように見えてUnityCG.cgincで使われています
float4 _MainTex_ST;
struct appdata
{
float4 vertex : POSITION;
fixed3 color : COLOR0;
// テクスチャのUV座標(複数テクスチャにより連番。例:TEXCOORD1,2)
float2 uv:TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed3 color : COLOR0;
// テクスチャのUV座標(複数テクスチャにより連番。例:TEXCOORD1,2)
float2 uv:TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 texCol = tex2D(_MainTex, i.uv);
// 頂点カラーに対してテクスチャのカラーを乗算
fixed4 o = fixed4(i.color, 1) * texCol;
return o;
}
ENDCG
}
}
}
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