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September 3, 2017 11:17
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Save glitchersgames/da0b20d069334c948696619955391f2e to your computer and use it in GitHub Desktop.
Color a mesh based on progress along a 'spline' (read - series of unconnected transforms). Colors can be adjusted using curves. Do this in edit mode with a VertexColor shader/your custom one to see results live. WARNING: This affects the mesh directly so make sure to save a backup.
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class SplineVertexColors : MonoBehaviour { | |
#region Types | |
public enum Mode | |
{ | |
ChannelCurves, | |
Gradient | |
} | |
#endregion | |
#region Serialized | |
public MeshFilter m_MeshFilter; | |
public Transform[] m_SplinePoints; | |
public Mode m_Mode = Mode.ChannelCurves; | |
[Header("Mode - Channel Curves")] | |
public AnimationCurve m_RedCurve = AnimationCurve.Linear(0f,0f,1f,1f); | |
public AnimationCurve m_GreenCurve = AnimationCurve.Linear(0f,0f,1f,1f); | |
public AnimationCurve m_BlueCurve = AnimationCurve.Linear(0f,0f,1f,1f); | |
public AnimationCurve m_AlphaCurve = AnimationCurve.Linear(0f,0f,1f,1f); | |
[Header("Mode - Gradient")] | |
public Gradient m_Gradient; | |
[Header("Debug")] | |
public bool m_DrawVertexSplineConnections = true; | |
#endregion | |
#region Lifecycle | |
private void Update() | |
{ | |
UpdateMeshColors(); | |
} | |
#endregion | |
#region Methods | |
private void UpdateMeshColors() | |
{ | |
var mesh = m_MeshFilter.sharedMesh; | |
Vector3[] vertices = mesh.vertices; | |
Color[] colors = new Color[vertices.Length]; | |
for( int i = 0; i < vertices.Length; i++ ) | |
{ | |
float vertProgress = GetVertexProgress( vertices[i] ); | |
if( m_Mode == Mode.ChannelCurves ) | |
{ | |
colors[i] = new Color( m_RedCurve.Evaluate( vertProgress ), m_GreenCurve.Evaluate( vertProgress ), m_BlueCurve.Evaluate( vertProgress ), m_AlphaCurve.Evaluate( vertProgress ) ); | |
} | |
else | |
{ | |
colors[i] = m_Gradient.Evaluate( vertProgress ); | |
} | |
} | |
mesh.colors = colors; | |
m_MeshFilter.sharedMesh = mesh; | |
} | |
private float GetVertexProgress( Vector3 vertexPosition ) | |
{ | |
float minDistanceSqr = Mathf.Infinity; | |
int minDistanceIndex = -1; | |
Vector3 vertexWorldPosition = transform.TransformPoint( vertexPosition ); | |
for( int i = 0; i < m_SplinePoints.Length; i++ ) | |
{ | |
float distanceSqr = Vector3.SqrMagnitude( m_SplinePoints[i].position - vertexWorldPosition ); | |
if( distanceSqr < minDistanceSqr ) | |
{ | |
minDistanceIndex = i; | |
minDistanceSqr = distanceSqr; | |
} | |
} | |
if( m_DrawVertexSplineConnections ) | |
{ | |
Debug.DrawLine( vertexWorldPosition, m_SplinePoints[minDistanceIndex].position, Color.blue ); | |
} | |
return (float)minDistanceIndex/(float)(m_SplinePoints.Length-1); | |
} | |
#endregion | |
} |
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