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DrawMeshInstancedを試す(その2)
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
public class DrawMeshInstanced_demo2 : MonoBehaviour | |
{ | |
public int count = 1000; | |
public float radius = 5; | |
public Mesh copyMesh; | |
public Material material; | |
private List<Matrix4x4[]> batches; | |
private MaterialPropertyBlock block; | |
static readonly int MAX_CONT = 1023; | |
private void Start() | |
{ | |
SetUp(); | |
} | |
private void Update() | |
{ | |
foreach (var batch in batches) | |
{ | |
Graphics.DrawMeshInstanced(copyMesh, 0, material, batch, MAX_CONT, block); | |
} | |
} | |
private void SetUp() | |
{ | |
batches = new List<Matrix4x4[]>(); | |
block = new MaterialPropertyBlock(); | |
var matrices = new Matrix4x4[MAX_CONT]; | |
Vector4[] colors = new Vector4[count]; | |
for (int i = 0; i < count; i++) | |
{ | |
if (i % MAX_CONT == 0) | |
{ | |
matrices = new Matrix4x4[MAX_CONT]; | |
batches.Add(matrices); | |
} | |
Vector3 pos = Random.insideUnitSphere * radius; | |
Quaternion rot = Quaternion.Euler( | |
Random.Range(-180, 180), | |
Random.Range(-180, 180), | |
Random.Range(-180, 180) | |
); | |
Vector3 size = Vector3.one; | |
matrices[i % MAX_CONT].SetTRS(pos, rot, size); | |
matrices[i % MAX_CONT] = transform.localToWorldMatrix * matrices[i % MAX_CONT]; | |
colors[i] = Color.Lerp(Color.magenta, Color.cyan, Random.value); | |
} | |
block.SetVectorArray("_Colors", colors); | |
} | |
} |
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