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

132 lines
4.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AmazingAssets.TerrainToMesh.Example
{
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class ExportGrass : 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().ExportGrassData(vertexCountHorizontal, vertexCountVertical, 1, 1, 8, 1);
Mesh grassMesh = Utilities.CreateGrassMesh(1); //Create grass quad mesh
Shader grassShader = Shader.Find(Constants.shaderGrass); //Simple Mobile/Diffuse shader with Alpha cutout
string mainTexturePropName = Utilities.GetMaterailPropMainTex(); //_MainTex property name inside shader.
//Instantiate grass objects
for (int t = 0; t < detailPrototypesData.Length; t++)
{
GameObject grassParent = new GameObject("Grass"); //Used as parent for all current type of grass objects
grassParent.transform.SetParent(this.gameObject.transform, false);
//Each type of grass needs its own material with texture from prototype
Material grassMaterial = new Material(grassShader);
grassMaterial.SetTexture(mainTexturePropName, detailPrototypesData[t].detailPrototype.prototypeTexture);
for (int p = 0; p < detailPrototypesData[t].position.Count; p++)
{
GameObject grass = new GameObject("Grass");
//Use quad mesh for grass
grass.AddComponent<MeshFilter>().sharedMesh = grassMesh;
//Assign material
grass.AddComponent<MeshRenderer>().sharedMaterial = grassMaterial;
//Assign parent
grass.transform.SetParent(grassParent.transform, true);
//Position
grass.transform.localPosition = detailPrototypesData[t].position[p];
//Add random rotation
grass.transform.localRotation = Quaternion.Euler(0, Random.value * 360, 0);
//Scale
grass.transform.localScale = detailPrototypesData[t].scale[p];
}
//After all grass objects of the current type are created, it is better to combine them into one mesh
List<Mesh> combinedMeshes = Utilities.CombineGameObjects(grassParent, grassMaterial, "Grass", detailPrototypesData[t].detailPrototype.prototypeTexture.name, UnityEngine.Rendering.IndexFormat.UInt16);
//Bake grass Healthy and Dry color inside vertex color
foreach (var mesh in combinedMeshes)
{
BakeHealthyAndDryColorsInsideVertexColor(mesh, detailPrototypesData[t].detailPrototype);
}
}
}
void BakeHealthyAndDryColorsInsideVertexColor(Mesh mesh, DetailPrototype detailPrototype)
{
Vector3[] vertexPosition = mesh.vertices;
Color[] colors = mesh.colors; //Mesh already contains 'Alpha' value for Top and Bottom position
Color healthyColor = detailPrototype.healthyColor;
healthyColor.a = 1;
Color dryColor = detailPrototype.dryColor;
dryColor.a = 1;
for (int i = 0; i < vertexPosition.Length; i++)
{
float pNoise = Mathf.PerlinNoise(vertexPosition[i].x * detailPrototype.noiseSpread, vertexPosition[i].z * detailPrototype.noiseSpread);
//Multiply with existing color
colors[i] *= Color.Lerp(dryColor, healthyColor, pNoise);
}
mesh.colors = colors;
}
}
}