我在用Unity3D块的网格中的块侧的3D四边形上渲染透明图片时遇到问题。
我正在尝试创建体素地形生成器,并且想将2个纹理层放到立方体一侧(例如用于块破裂动画)。
图片大小不同。第一层是坚固的16x16纹理(来自64x64地图集,通过uvs获取),第二层是透明的256x256立方体侧面轮廓。它们的规模相同。
我试图使用“透明/漫反射”着色器渲染透明图像,但是它渲染得很杂色。
只需看下面的图像(2个相同块的视图):
我完全不知道为什么会这样渲染。我试图通过使用google搜索来找到答案,但没有任何积极结果。
这就是我定义材质,着色器和纹理的方式:
// It will load just once on class load. This is second layer.
static BlockData() {
Shader shader = Shader.Find("Transparent/Diffuse");
outlineMaterial = new Material(shader);
Texture2D texture = Resources.Load("Textures/BLOCK_FRAME") as Texture2D;
texture.filterMode = FilterMode.Point;
outlineMaterial.mainTexture = texture;
outlineMaterial.SetFloat("_Metallic", 0.7f);
}
// Method used to load all materials of block types. This is first layer.
private void LoadData() {
if (blockType == BlockType.AIR) {
this.isSolid = false;
return;
}
this.material = new Material(Shader.Find("Standard"));
Texture2D texture = Resources.Load("Textures/" + blockType) as Texture2D;
if (texture != null) {
texture.filterMode = FilterMode.Point;
}
this.material.mainTexture = texture;
if (texture != null) {
Debug.Log(this.material.mainTexture.width);
}
this.material.SetFloat("_Metallic", 0.7f);
}
这是我为每个四边形(立方体侧)设置uvs的方式:
public void BuildQuad(CubeSide cubeSide) {
// Stworzenie siatki
Mesh mesh = new Mesh();
mesh.name = "QuadMesh";
// Zdefiniowanie zmiennych
Vector3[] vertices = new Vector3[4];
Vector3[] normals = new Vector3[4];
Vector2[] uvs = new Vector2[4];
int[] triangles = new int[6];
// Ustawienie zmiennych zależnie od CubeSide
if (cubeSide == CubeSide.FRONT) {
vertices = new Vector3[] {p4, p5, p1, p0};
normals = new Vector3[] {
Vector3.forward,
Vector3.forward,
Vector3.forward,
Vector3.forward
};
uvs = new Vector2[] {
new Vector2(0.25f, 0.25f),
new Vector2(0.0f, 0.25f),
new Vector2(0.0f, 0.0f),
new Vector2(0.25f, 0),
};
} else if (cubeSide == CubeSide.BACK) {
vertices = new Vector3[] {p6, p7, p3, p2};
normals = new Vector3[] {
Vector3.back,
Vector3.back,
Vector3.back,
Vector3.back
};
uvs = new Vector2[] {
new Vector2(0.5f, 0.25f), // 1
new Vector2(0.251f, 0.25f), // 2
new Vector2(0.251f, 0.0f), // 3
new Vector2(0.5f, 0.0f), // 4
};
} else if (cubeSide == CubeSide.LEFT) {
vertices = new Vector3[] {p7, p4, p0, p3};
normals = new Vector3[] {
Vector3.left,
Vector3.left,
Vector3.left,
Vector3.left
};
uvs = new Vector2[] {
new Vector2(0.75f, 0.25f),
new Vector2(0.501f, 0.25f),
new Vector2(0.501f, 0.0f),
new Vector2(0.75f, 0.0f),
};
} else if (cubeSide == CubeSide.RIGHT) {
vertices = new Vector3[] {p5, p6, p2, p1};
normals = new Vector3[] {
Vector3.right,
Vector3.right,
Vector3.right,
Vector3.right
};
uvs = new Vector2[] {
new Vector2(1.0f, 0.25f),
new Vector2(0.751f, 0.25f),
new Vector2(0.751f, 0.0f),
new Vector2(1.00f, 0.0f),
};
} else if (cubeSide == CubeSide.BOTTOM) {
vertices = new Vector3[] {p0, p1, p2, p3};
normals = new Vector3[] {
Vector3.down,
Vector3.down,
Vector3.down,
Vector3.down
};
uvs = new Vector2[] {
new Vector2(0.25f, 0.50f),
new Vector2(0.0f, 0.50f),
new Vector2(0.0f, 0.251f),
new Vector2(0.25f, 0.251f),
};
} else if (cubeSide == CubeSide.TOP) {
vertices = new Vector3[] {p7, p6, p5, p4};
normals = new Vector3[] {
Vector3.up,
Vector3.up,
Vector3.up,
Vector3.up
};
uvs = new Vector2[] {
new Vector2(0.50f, 0.50f),
new Vector2(0.251f, 0.5f),
new Vector2(0.251f, 0.251f),
new Vector2(0.5f, 0.251f),
};
}
triangles = new int[] {3, 1, 0, 3, 2, 1};
// Ustawienie danych w siatce
mesh.vertices = vertices;
mesh.normals = normals;
mesh.uv = uvs;
mesh.triangles = triangles;
// Rekalkulacja siatki
mesh.RecalculateBounds();
// Stworzenie nowego obiektu w unity, ustawienie parent i dodanie do niego filtra siatki i renderera.
GameObject quad = new GameObject("quad");
quad.transform.position = location.position;
quad.transform.parent = parent.transform;
MeshFilter meshFilter = (MeshFilter) quad.AddComponent(typeof(MeshFilter));
meshFilter.mesh = mesh;
}
这是我将材质设置为渲染器的方式(4。):
void CombineQuads() {
//1. Combine all children meshes
MeshFilter[] meshFilters = chunkGameObject.GetComponentsInChildren<MeshFilter>();
CombineInstance[] combine = new CombineInstance[meshFilters.Length];
int i = 0;
while (i < meshFilters.Length) {
combine[i].mesh = meshFilters[i].sharedMesh;
combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
i++;
}
//2. Create a new mesh on the parent object
MeshFilter meshFilter = (MeshFilter) chunkGameObject.AddComponent(typeof(MeshFilter));
meshFilter.mesh = new Mesh();
//3. Add combined meshes on children as the parent's mesh
meshFilter.mesh.CombineMeshes(combine);
//4. Create a renderer for the parent
MeshRenderer renderer = chunkGameObject.AddComponent(typeof(MeshRenderer)) as MeshRenderer;
renderer.materials = new Material[] {BlockData.GetBlockData(BlockType.DIRT).material, BlockData.outlineMaterial};
//5. Delete all uncombined children
foreach (Transform quad in chunkGameObject.transform) {
GameObject.Destroy(quad.gameObject);
}
}
最后,这就是我渲染它的方式:
public void Draw() {
if (blockType == BlockType.AIR) {
return;
}
int x = location.x();
int y = location.y();
int z = location.z();
//Debug.Log(x+","+y+","+z);
if(!HasSolidNeighbour(x, y, z + 1)){
BuildQuad(CubeSide.FRONT);
}
if(!HasSolidNeighbour(x, y, z - 1)){
BuildQuad(CubeSide.BACK);
}
if(!HasSolidNeighbour(x, y + 1, z)){
BuildQuad(CubeSide.TOP);
}
if(!HasSolidNeighbour(x, y - 1, z)){
BuildQuad(CubeSide.BOTTOM);
}
if(!HasSolidNeighbour(x + 1, y, z)){
BuildQuad(CubeSide.RIGHT);
}
if(!HasSolidNeighbour(x - 1, y, z)){
BuildQuad(CubeSide.LEFT);
}
}
public void prepareChunkBlocks() {
chunkBlocks = new Block[World.chunkSize,World.chunkSize,World.chunkSize];
for (int x = 0; x < World.chunkSize; x++) {
for (int y = 0; y < World.chunkSize; y++) {
for (int z = 0; z < World.chunkSize; z++) {
chunkBlocks[x,y,z] = new Block(
BlockType.DIRT,
new Location(
x,
y,
z),
chunkGameObject,
this);
}
}
}
}
public void drawChunkBlocks() {
for (int x = 0; x < World.chunkSize; x++) {
for (int y = 0; y < World.chunkSize; y++) {
for (int z = 0; z < World.chunkSize; z++) {
chunkBlocks[x,y,z].Draw();
}
}
}
CombineQuads();
}
public void BuildChunkColumn() {
for (int i = 0; i < columnHeight; i++) {
ChunkLocation chunkLocation = new ChunkLocation((int)this.transform.position.x, i*chunkSize, (int)this.transform.position.z);
Chunk chunk = new Chunk(chunkLocation, this);
chunk.chunkGameObject.transform.parent = this.transform;
chunks.Add(chunkLocation.ToString(), chunk);
}
foreach (KeyValuePair<string, Chunk> chunk in chunks) {
chunk.Value.drawChunkBlocks();
}
}
这是我正在使用的纹理(第二个在中间是透明的):
我想实现带边框的块,如下图所示:
也许有更聪明或更轻松的方法来使块看起来像上图中的块?