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@ilkinulas
Created May 7, 2016 04:29
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using UnityEngine;
using System.Collections;
[RequireComponent(typeof (MeshFilter))]
[RequireComponent(typeof (MeshRenderer))]
public class UVMapping : MonoBehaviour {
void Start () {
float size = 1f;
Vector3[] vertices = {
new Vector3(0, size, 0),
new Vector3(0, 0, 0),
new Vector3(size, size, 0),
new Vector3(size, 0, 0),
new Vector3(0, 0, size),
new Vector3(size, 0, size),
new Vector3(0, size, size),
new Vector3(size, size, size),
new Vector3(0, size, 0),
new Vector3(size, size, 0),
new Vector3(0, size, 0),
new Vector3(0, size, size),
new Vector3(size, size, 0),
new Vector3(size, size, size),
};
int[] triangles = {
0, 2, 1, // front
1, 2, 3,
4, 5, 6, // back
5, 7, 6,
6, 7, 8, //top
7, 9 ,8,
1, 3, 4, //bottom
3, 5, 4,
1, 11,10,// left
1, 4, 11,
3, 12, 5,//right
5, 12, 13
};
Vector2[] uvs = {
new Vector2(0, 0.66f),
new Vector2(0.25f, 0.66f),
new Vector2(0, 0.33f),
new Vector2(0.25f, 0.33f),
new Vector2(0.5f, 0.66f),
new Vector2(0.5f, 0.33f),
new Vector2(0.75f, 0.66f),
new Vector2(0.75f, 0.33f),
new Vector2(1, 0.66f),
new Vector2(1, 0.33f),
new Vector2(0.25f, 1),
new Vector2(0.5f, 1),
new Vector2(0.25f, 0),
new Vector2(0.5f, 0),
};
Mesh mesh = GetComponent<MeshFilter> ().mesh;
mesh.Clear ();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.uv = uvs;
mesh.Optimize ();
mesh.RecalculateNormals ();
}
}
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