首页 > 编程知识 正文

maya怎么做网格形状,animate对象绘制模式

时间:2023-05-03 18:15:59 阅读:137478 作者:4795

绘制两个GameObject,同时播放同一动画,制作网格着色器、赋值源着色器和播放赋值网格的着色器,在顶点法线方向上制作public class wire frame 3360 mono behaviour { puble } Material m_lineMaterial; ListVector3 m_lineVertices; mesh mesh=空; //usethisforinitializationvoidstart ((m _ line vertices=new list vector3); //m _ line material=new material (shader.find (' unlit/color ' ) ); m _ line material=new material (shader.find (' unlit/customwireframewithtex ' ) ); m _ line material.hideflags=hideflags.hideanddontsave; m _ line material.shader.hideflags=hideflags.hideanddontsave; meshfiltermeshfilter=this.game object.getcomponentmeshfilter (; if(meshfilter ) ) { mesh=meshFilter.mesh; } skinnedmeshrendererskinedmesh=this.game object.getcomponentskinnedmeshrenderer (; if(SkinedMesh ) ) { mesh=skinedMesh.sharedMesh; } } void OnRenderObject () if(mesh ) graphics.drawmesh ) mesh,transform.position,transform.rotation,m _ l inning

graphics.drawmesh(mesh,transform.localToWorldMatrix,m_WireMaterial,0 ); 另一种方法是不知道效率怎么样,还没有被测量

skinnedmeshrendererskinedmesh=this.game object.getcomponentskinnedmeshrenderer (; if(SkinedMesh ) SkinedMesh.bakemesh ) m_bakedmesh; }mesh=m_BakedMesh;

版权声明:该文观点仅代表作者本人。处理文章:请发送邮件至 三1五14八八95#扣扣.com 举报,一经查实,本站将立刻删除。