Unity3D学习笔记5——创建子Mesh
1. 概述
在文章Unity3D学习笔记4——创建Mesh高级接口通过高级API的方式创建了一个Mesh,里面还提到了一个SubMesh的概念。Mesh是对于三维物体对象的封装概念,一个很容易的需求是,有的地方我希望用到材质A,有的地方我希望用到材质B,我不想把这个Mesh进行拆分,那么很简单,就在这个Mesh中划分两个子Mesh就可以了。
2. 详论
2.1. 实现
我们创建如下脚本,并且随便挂接两个不同的材质在属性material1和属性material2上:
using UnityEngine;
using UnityEngine.Rendering;
[ExecuteInEditMode]
public class Note5Main : MonoBehaviour
{
public Material material1;
public Material material2;
// Start is called before the first frame update
void Start()
{
Mesh mesh = CreateMesh();
MeshFilter mf = gameObject.GetComponent<MeshFilter>();
if (mf == null)
{
mf = gameObject.AddComponent<MeshFilter>();
}
mf.sharedMesh = mesh;
MeshRenderer meshRenderer = gameObject.GetComponent<MeshRenderer>();
if (meshRenderer == null)
{
meshRenderer = gameObject.AddComponent<MeshRenderer>();
}
Material[] materials = new Material[2];
materials[0] = material1;
materials[1] = material2;
meshRenderer.materials = materials;
}
Mesh CreateMesh()
{
Mesh mesh = new Mesh();
const int vertexCount = 8;
Vector3[] vertices = new Vector3[vertexCount]
{
new Vector3(-5, 0, 0),
new Vector3(-5, 5, 0),
new Vector3(5, 0, 0),
new Vector3(5, 5, 0),
new Vector3(-5, -5, 0),
new Vector3(-5, 0, 0),
new Vector3(5, -5, 0),
new Vector3(5, 0, 0),
};
Vector3[] normals = new Vector3[vertexCount]
{
new Vector3(0, 0, -1),
new Vector3(0, 0, -1),
new Vector3(0, 0, -1),
new Vector3(0, 0, -1),
new Vector3(0, 0, -1),
new Vector3(0, 0, -1),
new Vector3(0, 0, -1),
new Vector3(0, 0, -1),
};
Vector2[] uv = new Vector2[vertexCount]
{
new Vector2(0, 0),
new Vector2(0, 1),
new Vector2(1, 0),
new Vector2(1, 1),
new Vector2(0, 0),
new Vector2(0, 1),
new Vector2(1, 0),
new Vector2(1, 1),
};
mesh.vertices = vertices;
mesh.normals = normals;
mesh.uv = uv;
int[] triangles = new int[12] { 0, 1, 2, 1, 3, 2, 4, 5, 6, 5, 7, 6 };
MeshUpdateFlags flags = MeshUpdateFlags.DontValidateIndices | MeshUpdateFlags.DontResetBoneBounds
| MeshUpdateFlags.DontNotifyMeshUsers | MeshUpdateFlags.DontRecalculateBounds;
//MeshUpdateFlags flags = MeshUpdateFlags.Default;
int indexCount = triangles.Length;
mesh.SetIndexBufferParams(indexCount, IndexFormat.UInt32);
mesh.SetIndexBufferData(triangles, 0, 0, indexCount, flags);
mesh.subMeshCount = 2;
SubMeshDescriptor subMeshDescriptor1 = new SubMeshDescriptor(0, 6);
mesh.SetSubMesh(0, subMeshDescriptor1, flags);
SubMeshDescriptor subMeshDescriptor2 = new SubMeshDescriptor(6, 6);
mesh.SetSubMesh(1, subMeshDescriptor2, flags);
return mesh;
}
// Update is called once per frame
void Update()
{
}
}
我这里得到的效果如下:
2.2. 解析
很明显,我这里创建了两个四边形,并且将其放到一个Mesh下。创建顶点属性我使用的是简单接口,创建顶点索引属性信息使用的是高级接口。关键点在于对SubMesh的描述:
mesh.subMeshCount = 2;
SubMeshDescriptor subMeshDescriptor1 = new SubMeshDescriptor(0, 6);
mesh.SetSubMesh(0, subMeshDescriptor1, flags);
SubMeshDescriptor subMeshDescriptor2 = new SubMeshDescriptor(6, 6);
mesh.SetSubMesh(1, subMeshDescriptor2, flags);
SubMeshDescriptor类定义了从那个顶点索引开始,之后多长的空间是一个SubMesh,也就是对Mesh做了一个划分。另外,GameObject上挂接的材质个数也要对应:
MeshRenderer meshRenderer = gameObject.GetComponent<MeshRenderer>();
if (meshRenderer == null)
{
meshRenderer = gameObject.AddComponent<MeshRenderer>();
}
Material[] materials = new Material[2];
materials[0] = material1;
materials[1] = material2;
meshRenderer.materials = materials;
MeshRenderer上能挂接多个材质,有多少个SubMesh就应该有多少个材质,它们是一一对应的。数量没对应上Unity编辑器会报错。
通过划分SubMesh的方式来描述一个Mesh通常是用于存在多个材质的情况,如果使用的都是同一个材质,就最好不要作SubMesh划分。我们打开Frame Debug,可以看到:
一个Mesh分成了居然两个渲染指令来实现!原因在于图像引擎通常是一个状态机,一个材质需要对应一个渲染指令,这就是为什么我们往往要尽可能复用材质,减少不同材质的个数。