JiNanCementPlantForUnity/Assets/Amazing Assets/Terrain To Mesh/Example Scenes/Files/Scripts/ExportDetailMesh.cs

71 lines
2.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AmazingAssets.TerrainToMesh.Example
{
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class ExportDetailMesh : MonoBehaviour
{
public TerrainData terrainData;
public int vertexCountHorizontal = 100;
public int vertexCountVertical = 100;
void Start()
{
if (terrainData == null)
return;
//1. Export mesh from terrain////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh);
GetComponent<MeshFilter>().sharedMesh = terrainMesh;
//2. Create material////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
string shaderName = Utilities.GetUnityDefaultShader(); //Default shader based on used render pipeline
Material material = new Material(Shader.Find(shaderName));
GetComponent<Renderer>().sharedMaterial = material;
//3. Export grass//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
DetailPrototypesData[] detailPrototypesData = terrainData.TerrainToMesh().ExportDetailMeshData(vertexCountHorizontal, vertexCountVertical, 1, 1, 8, 1);
for (int t = 0; t < detailPrototypesData.Length; t++)
{
for (int p = 0; p < detailPrototypesData[t].position.Count; p++)
{
//Instantiate detail mesh prefab
GameObject detailPrototype = Instantiate(detailPrototypesData[t].detailPrototype.prototype);
//Set position
detailPrototype.transform.position = detailPrototypesData[t].position[p];
//Add rotation
//detailPrototype.transform.rotation = Quaternion.Euler(0, Random.value * 360, 0);
//Scale
detailPrototype.transform.localScale = detailPrototypesData[t].scale[p];
//Add parent
detailPrototype.transform.SetParent(this.gameObject.transform, false);
}
}
}
}
}