959e80cf72
assets upload description.
67 lines
2.2 KiB
C#
67 lines
2.2 KiB
C#
using UnityEngine;
|
|
|
|
public class AutoLODMeshUtility
|
|
{
|
|
public static void Smooth2FlatShading(Mesh mesh)
|
|
{
|
|
Vector3[] oldVerts = mesh.vertices;
|
|
int[] triangles = mesh.triangles;
|
|
Vector3[] vertices = new Vector3[triangles.Length];
|
|
Vector2[] oldUv = mesh.uv;
|
|
bool hasUv = oldUv.Length != 0;
|
|
Vector2[] oldUv2 = mesh.uv2;
|
|
bool hasUv2 = oldUv2.Length != 0;
|
|
Vector2[] oldUv3 = mesh.uv3;
|
|
bool hasUv3 = oldUv3.Length != 0;
|
|
Vector2[] oldUv4 = mesh.uv4;
|
|
bool hasUv4 = oldUv4.Length != 0;
|
|
Color[] oldColors = mesh.colors;
|
|
bool hasColors = oldColors.Length != 0;
|
|
|
|
Vector2[] uv = new Vector2[vertices.Length];
|
|
Vector2[] uv2 = new Vector2[vertices.Length];
|
|
Vector2[] uv3 = new Vector2[vertices.Length];
|
|
Vector2[] uv4 = new Vector2[vertices.Length];
|
|
Color[] colors = new Color[vertices.Length];
|
|
|
|
BoneWeight[] oldBoneWeights = mesh.boneWeights;
|
|
bool hasBones = oldBoneWeights.Length != 0;
|
|
BoneWeight[] boneWeights = new BoneWeight[vertices.Length];
|
|
|
|
for (int i = 0; i < triangles.Length; i++)
|
|
{
|
|
vertices[i] = oldVerts[triangles[i]];
|
|
if(hasUv)
|
|
uv[i] = oldUv[triangles[i]];
|
|
if (hasUv2)
|
|
uv2[i] = oldUv2[triangles[i]];
|
|
if (hasUv3)
|
|
uv3[i] = oldUv3[triangles[i]];
|
|
if (hasUv4)
|
|
uv4[i] = oldUv4[triangles[i]];
|
|
if (hasColors)
|
|
colors[i] = oldColors[triangles[i]];
|
|
if(hasBones)
|
|
boneWeights[i] = oldBoneWeights[triangles[i]];
|
|
triangles[i] = i;
|
|
}
|
|
if (triangles.Length > 65535)
|
|
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
|
|
mesh.vertices = vertices;
|
|
mesh.triangles = triangles;
|
|
if (hasUv)
|
|
mesh.uv = uv;
|
|
if (hasUv2)
|
|
mesh.uv2 = uv2;
|
|
if (hasUv3)
|
|
mesh.uv3 = uv3;
|
|
if (hasUv4)
|
|
mesh.uv4 = uv4;
|
|
if (hasColors)
|
|
mesh.colors = colors;
|
|
if (hasBones)
|
|
mesh.boneWeights = boneWeights;
|
|
mesh.RecalculateNormals();
|
|
}
|
|
}
|