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using System.Collections;
|
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace AmazingAssets.TerrainToMesh.Example
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{
|
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[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
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public class ExportDetailMesh : MonoBehaviour
|
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{
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public TerrainData terrainData;
|
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public int vertexCountHorizontal = 100;
|
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public int vertexCountVertical = 100;
|
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void Start()
|
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{
|
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if (terrainData == null)
|
||||
return;
|
||||
|
||||
|
||||
//1. Export mesh from terrain////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh);
|
||||
|
||||
GetComponent<MeshFilter>().sharedMesh = terrainMesh;
|
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|
||||
|
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||||
|
||||
//2. Create material////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
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string shaderName = TerrainToMeshConstants.shaderUnityDefault; //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().ExportDetailMeshData(vertexCountHorizontal, vertexCountVertical, 1, 1, 8, 1);
|
||||
|
||||
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for (int t = 0; t < detailPrototypesData.Length; t++)
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{
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for (int p = 0; p < detailPrototypesData[t].position.Count; p++)
|
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{
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//Instantiate detail mesh prefab
|
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GameObject detailPrototype = Instantiate(detailPrototypesData[t].detailPrototype.prototype);
|
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|
||||
//Set position
|
||||
detailPrototype.transform.position = detailPrototypesData[t].position[p];
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//Add rotation
|
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//detailPrototype.transform.rotation = Quaternion.Euler(0, Random.value * 360, 0);
|
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|
||||
//Scale
|
||||
detailPrototype.transform.localScale = detailPrototypesData[t].scale[p];
|
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//Add parent
|
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detailPrototype.transform.SetParent(this.gameObject.transform, false);
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}
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}
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}
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}
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}
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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;
|
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|
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void Start()
|
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{
|
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if (terrainData == null)
|
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return;
|
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|
||||
|
||||
//1. Export mesh from terrain////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh);
|
||||
|
||||
GetComponent<MeshFilter>().sharedMesh = terrainMesh;
|
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|
||||
|
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|
||||
|
||||
//2. Create material////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
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string shaderName = TerrainToMeshConstants.shaderUnityDefault; //Default shader based on used render pipeline
|
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|
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Material material = new Material(Shader.Find(shaderName));
|
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|
||||
GetComponent<Renderer>().sharedMaterial = material;
|
||||
|
||||
|
||||
|
||||
|
||||
//3. Export grass//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
DetailPrototypesData[] detailPrototypesData = terrainData.TerrainToMesh().ExportGrassData(vertexCountHorizontal, vertexCountVertical, 1, 1, 8, 1);
|
||||
|
||||
|
||||
Mesh grassMesh = TerrainToMeshUtilities.CreateGrassMesh(1); //Create grass quad mesh
|
||||
|
||||
|
||||
Shader grassShader = Shader.Find(TerrainToMeshConstants.shaderGrass); //Simple Mobile/Diffuse shader with Alpha cutout
|
||||
string mainTexturePropName = TerrainToMeshConstants.materailPropTextureMainTex; //_MainTex property name inside shader.
|
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|
||||
|
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//Instantiate grass objects
|
||||
for (int t = 0; t < detailPrototypesData.Length; t++)
|
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{
|
||||
|
||||
GameObject grassParent = new GameObject("Grass"); //Used as parent for all current type of grass objects
|
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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++)
|
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{
|
||||
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 = TerrainToMeshUtilities.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;
|
||||
}
|
||||
|
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}
|
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}
|
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guid: 4221b82246609974dac313c80ff36f68
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,40 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace AmazingAssets.TerrainToMesh.Example
|
||||
{
|
||||
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
||||
public class ExportMesh : 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 = TerrainToMeshConstants.shaderUnityDefault; //Default shader based on used render pipeline
|
||||
|
||||
Material material = new Material(Shader.Find(shaderName));
|
||||
|
||||
GetComponent<Renderer>().sharedMaterial = material;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0e290a9d183eb9343a56beff09672cff
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,162 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AmazingAssets.TerrainToMesh.Example
|
||||
{
|
||||
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
||||
public class ExportMeshAndBasemap : MonoBehaviour
|
||||
{
|
||||
public TerrainData terrainData;
|
||||
|
||||
public int vertexCountHorizontal = 100;
|
||||
public int vertexCountVertical = 100;
|
||||
|
||||
public int mapsResolution = 512;
|
||||
public bool exportHoles = false;
|
||||
|
||||
|
||||
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. Export basemap textures////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Texture2D diffuseTexture = terrainData.TerrainToMesh().ExportBasemapDiffuseTexture(mapsResolution, exportHoles, false); //alpha channel will contain holesmap
|
||||
Texture2D normalTexture = terrainData.TerrainToMesh().ExportBasemapNormalTexture(mapsResolution, false);
|
||||
|
||||
Texture2D maskTexture = null; //Built-in RP terain does not use Maskmaps
|
||||
if (TerrainToMeshUtilities.GetCurrentRenderPipeline() != TerrainToMeshUtilities.RenderPipeline.Builtin)
|
||||
maskTexture = terrainData.TerrainToMesh().ExportBasemapMaskTexture(mapsResolution, false); //contains metallic(R), occlusion(G) and smoothness(A)
|
||||
|
||||
|
||||
|
||||
string shaderName = TerrainToMeshConstants.shaderUnityDefault; //Default shader based on used render pipeline
|
||||
|
||||
|
||||
string mainTexturePropName = TerrainToMeshConstants.materailPropTextureMainTex;
|
||||
string bumpMapPropName = TerrainToMeshConstants.materailPropTextureBumpMap;
|
||||
string metallicSmoothnessPropName = TerrainToMeshConstants.materailPropTextureMetallicSmoothnessMap;
|
||||
|
||||
|
||||
|
||||
|
||||
//3. Create material and assign exported basemaps/////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Material material = new Material(Shader.Find(shaderName));
|
||||
|
||||
InitializeMaterial(material);
|
||||
|
||||
|
||||
material.SetTexture(mainTexturePropName, diffuseTexture);
|
||||
|
||||
if (normalTexture != null)
|
||||
{
|
||||
material.SetTexture(bumpMapPropName, normalTexture);
|
||||
material.EnableKeyword("_NORMALMAP");
|
||||
}
|
||||
|
||||
if (maskTexture != null)
|
||||
{
|
||||
material.SetTexture(metallicSmoothnessPropName, maskTexture);
|
||||
material.EnableKeyword("_METALLICGLOSSMAP");
|
||||
}
|
||||
|
||||
|
||||
if(exportHoles)
|
||||
{
|
||||
SetupAlphaTest(material);
|
||||
}
|
||||
|
||||
|
||||
GetComponent<Renderer>().sharedMaterial = material;
|
||||
}
|
||||
|
||||
void InitializeMaterial(Material material)
|
||||
{
|
||||
if (TerrainToMeshUtilities.GetCurrentRenderPipeline() == TerrainToMeshUtilities.RenderPipeline.HighDefinition)
|
||||
{
|
||||
if (material.HasProperty("_DistortionSrcBlend"))
|
||||
material.SetFloat("_DistortionSrcBlend", 1);
|
||||
if (material.HasProperty("_DistortionDstBlend"))
|
||||
material.SetFloat("_DistortionDstBlend", 1);
|
||||
if (material.HasProperty("_DistortionBlurSrcBlend"))
|
||||
material.SetFloat("_DistortionBlurSrcBlend", 1);
|
||||
if (material.HasProperty("_DistortionBlurDstBlend"))
|
||||
material.SetFloat("_DistortionBlurDstBlend", 1);
|
||||
|
||||
if (material.HasProperty("_StencilWriteMask"))
|
||||
material.SetFloat("_StencilWriteMask", 6);
|
||||
if (material.HasProperty("_StencilRefGBuffer"))
|
||||
material.SetFloat("_StencilRefGBuffer", 10);
|
||||
if (material.HasProperty("_StencilWriteMaskGBuffer"))
|
||||
material.SetFloat("_StencilWriteMaskGBuffer", 14);
|
||||
if (material.HasProperty("_StencilRefDepth"))
|
||||
material.SetFloat("_StencilRefDepth", 8);
|
||||
|
||||
if (material.HasProperty("_StencilRefMV"))
|
||||
material.SetFloat("_StencilRefMV", 40);
|
||||
if (material.HasProperty("_StencilWriteMaskMV"))
|
||||
material.SetFloat("_StencilWriteMaskMV", 40);
|
||||
|
||||
if (material.HasProperty("_ZTestDepthEqualForOpaque"))
|
||||
material.SetFloat("_ZTestDepthEqualForOpaque", 3);
|
||||
if (material.HasProperty("_ZTestModeDistortion"))
|
||||
material.SetFloat("_ZTestModeDistortion", 4);
|
||||
|
||||
material.EnableKeyword("_NORMALMAP_TANGENT_SPACE");
|
||||
}
|
||||
}
|
||||
|
||||
void SetupAlphaTest(Material material)
|
||||
{
|
||||
material.EnableKeyword("_ALPHATEST_ON");
|
||||
|
||||
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
|
||||
|
||||
switch (TerrainToMeshUtilities.GetCurrentRenderPipeline())
|
||||
{
|
||||
case TerrainToMeshUtilities.RenderPipeline.Builtin:
|
||||
{
|
||||
if (material.HasProperty("_Mode"))
|
||||
material.SetFloat("_Mode", 1);
|
||||
}
|
||||
break;
|
||||
|
||||
case TerrainToMeshUtilities.RenderPipeline.Universal:
|
||||
{
|
||||
if (material.HasProperty("_AlphaClip"))
|
||||
material.SetFloat("_AlphaClip", 1);
|
||||
}
|
||||
break;
|
||||
|
||||
case TerrainToMeshUtilities.RenderPipeline.HighDefinition:
|
||||
{
|
||||
if (material.IsKeywordEnabled("_DISABLE_SSR_TRANSPARENT") == false)
|
||||
material.EnableKeyword("_DISABLE_SSR_TRANSPARENT");
|
||||
|
||||
if (material.HasProperty("_AlphaCutoffEnable"))
|
||||
material.SetFloat("_AlphaCutoffEnable", 1);
|
||||
|
||||
if (material.HasProperty("_ZTestGBuffer"))
|
||||
material.SetFloat("_ZTestGBuffer", 3);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f7d9622f2702f58458a2e75997686882
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,175 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AmazingAssets.TerrainToMesh.Example
|
||||
{
|
||||
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
||||
public class ExportMeshAndBasemapByPositionIndex : MonoBehaviour
|
||||
{
|
||||
public TerrainData terrainData;
|
||||
|
||||
public int vertexCountHorizontal = 100;
|
||||
public int vertexCountVertical = 100;
|
||||
|
||||
public int mapsResolution = 512;
|
||||
public bool exportHoles = false;
|
||||
|
||||
|
||||
int chunkCountHorizontal = 4;
|
||||
int chunkCountVertical = 4;
|
||||
|
||||
|
||||
[Header("Chunk count is 4x4")]
|
||||
[Range(0, 3)]
|
||||
public int positionX;
|
||||
|
||||
[Range(0, 3)]
|
||||
public int positionY;
|
||||
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (terrainData == null)
|
||||
return;
|
||||
|
||||
|
||||
//1. Export mesh from terrain by position///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, chunkCountHorizontal, chunkCountVertical, positionX, positionY, true, TerrainToMesh.Normal.CalculateFromMesh);
|
||||
|
||||
GetComponent<MeshFilter>().sharedMesh = terrainMesh;
|
||||
|
||||
|
||||
|
||||
|
||||
//2. Export basemap textures by position///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Texture2D diffuseTexture = terrainData.TerrainToMesh().ExportBasemapDiffuseTexture(mapsResolution, chunkCountHorizontal, chunkCountVertical, positionX, positionY, exportHoles, false); //alpha channel will contain holesmap
|
||||
Texture2D normalTexture = terrainData.TerrainToMesh().ExportBasemapNormalTexture(mapsResolution, chunkCountHorizontal, chunkCountVertical, positionX, positionY, false);
|
||||
|
||||
Texture2D maskTexture = null; //Built-in RP terain does not use Maskmaps
|
||||
if(TerrainToMeshUtilities.GetCurrentRenderPipeline() != TerrainToMeshUtilities.RenderPipeline.Builtin)
|
||||
maskTexture = terrainData.TerrainToMesh().ExportBasemapMaskTexture(mapsResolution, chunkCountHorizontal, chunkCountVertical, positionX, positionY, false); //contains metallic(R), occlusion(G) and smoothness(A)
|
||||
|
||||
|
||||
|
||||
string shaderName = TerrainToMeshConstants.shaderUnityDefault; //Default shader based on used render pipeline
|
||||
|
||||
|
||||
string mainTexturePropName = TerrainToMeshConstants.materailPropTextureMainTex;
|
||||
string bumpMapPropName = TerrainToMeshConstants.materailPropTextureBumpMap;
|
||||
string metallicSmoothnessPropName = TerrainToMeshConstants.materailPropTextureMetallicSmoothnessMap;
|
||||
|
||||
|
||||
|
||||
|
||||
//3. Create material and assign exported basemaps/////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Material material = new Material(Shader.Find(shaderName));
|
||||
|
||||
InitializeMaterial(material);
|
||||
|
||||
|
||||
material.SetTexture(mainTexturePropName, diffuseTexture);
|
||||
|
||||
if (normalTexture != null)
|
||||
{
|
||||
material.SetTexture(bumpMapPropName, normalTexture);
|
||||
material.EnableKeyword("_NORMALMAP");
|
||||
}
|
||||
|
||||
if (maskTexture != null)
|
||||
{
|
||||
material.SetTexture(metallicSmoothnessPropName, maskTexture);
|
||||
material.EnableKeyword("_METALLICGLOSSMAP");
|
||||
}
|
||||
|
||||
|
||||
if (exportHoles)
|
||||
{
|
||||
SetupAlphaTest(material);
|
||||
}
|
||||
|
||||
|
||||
GetComponent<Renderer>().sharedMaterial = material;
|
||||
}
|
||||
|
||||
void InitializeMaterial(Material material)
|
||||
{
|
||||
if (TerrainToMeshUtilities.GetCurrentRenderPipeline() == TerrainToMeshUtilities.RenderPipeline.HighDefinition)
|
||||
{
|
||||
if (material.HasProperty("_DistortionSrcBlend"))
|
||||
material.SetFloat("_DistortionSrcBlend", 1);
|
||||
if (material.HasProperty("_DistortionDstBlend"))
|
||||
material.SetFloat("_DistortionDstBlend", 1);
|
||||
if (material.HasProperty("_DistortionBlurSrcBlend"))
|
||||
material.SetFloat("_DistortionBlurSrcBlend", 1);
|
||||
if (material.HasProperty("_DistortionBlurDstBlend"))
|
||||
material.SetFloat("_DistortionBlurDstBlend", 1);
|
||||
|
||||
if (material.HasProperty("_StencilWriteMask"))
|
||||
material.SetFloat("_StencilWriteMask", 6);
|
||||
if (material.HasProperty("_StencilRefGBuffer"))
|
||||
material.SetFloat("_StencilRefGBuffer", 10);
|
||||
if (material.HasProperty("_StencilWriteMaskGBuffer"))
|
||||
material.SetFloat("_StencilWriteMaskGBuffer", 14);
|
||||
if (material.HasProperty("_StencilRefDepth"))
|
||||
material.SetFloat("_StencilRefDepth", 8);
|
||||
|
||||
if (material.HasProperty("_StencilRefMV"))
|
||||
material.SetFloat("_StencilRefMV", 40);
|
||||
if (material.HasProperty("_StencilWriteMaskMV"))
|
||||
material.SetFloat("_StencilWriteMaskMV", 40);
|
||||
|
||||
if (material.HasProperty("_ZTestDepthEqualForOpaque"))
|
||||
material.SetFloat("_ZTestDepthEqualForOpaque", 3);
|
||||
if (material.HasProperty("_ZTestModeDistortion"))
|
||||
material.SetFloat("_ZTestModeDistortion", 4);
|
||||
|
||||
material.EnableKeyword("_NORMALMAP_TANGENT_SPACE");
|
||||
}
|
||||
}
|
||||
|
||||
void SetupAlphaTest(Material material)
|
||||
{
|
||||
material.EnableKeyword("_ALPHATEST_ON");
|
||||
|
||||
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
|
||||
|
||||
switch (TerrainToMeshUtilities.GetCurrentRenderPipeline())
|
||||
{
|
||||
case TerrainToMeshUtilities.RenderPipeline.Builtin:
|
||||
{
|
||||
if (material.HasProperty("_Mode"))
|
||||
material.SetFloat("_Mode", 1);
|
||||
}
|
||||
break;
|
||||
|
||||
case TerrainToMeshUtilities.RenderPipeline.Universal:
|
||||
{
|
||||
if (material.HasProperty("_AlphaClip"))
|
||||
material.SetFloat("_AlphaClip", 1);
|
||||
}
|
||||
break;
|
||||
|
||||
case TerrainToMeshUtilities.RenderPipeline.HighDefinition:
|
||||
{
|
||||
if (material.IsKeywordEnabled("_DISABLE_SSR_TRANSPARENT") == false)
|
||||
material.EnableKeyword("_DISABLE_SSR_TRANSPARENT");
|
||||
|
||||
if (material.HasProperty("_AlphaCutoffEnable"))
|
||||
material.SetFloat("_AlphaCutoffEnable", 1);
|
||||
|
||||
if (material.HasProperty("_ZTestGBuffer"))
|
||||
material.SetFloat("_ZTestGBuffer", 3);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d100ae53ed597dc48a071dfcab59cc14
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,54 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AmazingAssets.TerrainToMesh.Example
|
||||
{
|
||||
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
||||
public class ExportMeshAndSplatmap : MonoBehaviour
|
||||
{
|
||||
public TerrainData terrainData;
|
||||
|
||||
public int vertexCountHorizontal = 100;
|
||||
public int vertexCountVertical = 100;
|
||||
|
||||
public bool terrainHasHoles = false;
|
||||
public bool createFallbackTextures;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (terrainData == null)
|
||||
return;
|
||||
|
||||
|
||||
//1. Export mesh with edge fall/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh);
|
||||
|
||||
GetComponent<MeshFilter>().sharedMesh = terrainMesh;
|
||||
|
||||
|
||||
|
||||
|
||||
//2. Export Splatmap material from terrain/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Material splatmapMaterial = terrainData.TerrainToMesh().ExportSplatmapMaterial(terrainHasHoles);
|
||||
|
||||
GetComponent<Renderer>().sharedMaterial = splatmapMaterial;
|
||||
|
||||
|
||||
|
||||
|
||||
//3. Fallback for Splatmap material
|
||||
|
||||
if (createFallbackTextures)
|
||||
{
|
||||
Texture2D fallbackDiffuse = terrainData.TerrainToMesh().ExportBasemapDiffuseTexture(1024, terrainHasHoles, false);
|
||||
Texture2D fallbackNormal = terrainData.TerrainToMesh().ExportBasemapNormalTexture(1024, false);
|
||||
|
||||
splatmapMaterial.SetTexture(TerrainToMeshConstants.materailPropTextureMainTex, fallbackDiffuse);
|
||||
splatmapMaterial.SetTexture(TerrainToMeshConstants.materailPropTextureBumpMap, fallbackNormal);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c9ce8b56dfe481248bd5447ba28c4bc3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,51 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace AmazingAssets.TerrainToMesh.Example
|
||||
{
|
||||
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
||||
public class ExportMeshWithEdgeFall : MonoBehaviour
|
||||
{
|
||||
public TerrainData terrainData;
|
||||
|
||||
public int vertexCountHorizontal = 100;
|
||||
public int vertexCountVertical = 100;
|
||||
|
||||
public TerrainToMesh.EdgeFall edgeFall = new EdgeFall(0, true);
|
||||
|
||||
public Texture2D edgeFallTexture;
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (terrainData == null)
|
||||
return;
|
||||
|
||||
|
||||
//1. Export mesh with edge fall/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh, edgeFall);
|
||||
|
||||
GetComponent<MeshFilter>().sharedMesh = terrainMesh;
|
||||
|
||||
|
||||
|
||||
|
||||
//2. Create materials////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
string shaderName = TerrainToMeshConstants.shaderUnityDefault; //Default shader based on used render pipeline
|
||||
string mainTexturePropName = TerrainToMeshConstants.materailPropTextureMainTex; //_MainTex property name inside shader.
|
||||
|
||||
|
||||
Material meshMaterial = new Material(Shader.Find(shaderName)); //Material for main mesh
|
||||
|
||||
Material edgeFallMaterial = new Material(Shader.Find(shaderName)); //Material for edge fall (saved in sub-mesh)
|
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edgeFallMaterial.SetTexture(mainTexturePropName, edgeFallTexture);
|
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|
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GetComponent<Renderer>().sharedMaterials = new Material[] { meshMaterial, edgeFallMaterial };
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}
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}
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}
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using UnityEngine;
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||||
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namespace AmazingAssets.TerrainToMesh.Example
|
||||
{
|
||||
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
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public class ExportTrees : MonoBehaviour
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{
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public TerrainData terrainData;
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public int vertexCountHorizontal = 100;
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public int vertexCountVertical = 100;
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void Start()
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{
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if (terrainData == null)
|
||||
return;
|
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|
||||
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||||
//1. Export mesh from terrain////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh);
|
||||
|
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GetComponent<MeshFilter>().sharedMesh = terrainMesh;
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//2. Create material////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
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string shaderName = TerrainToMeshConstants.shaderUnityDefault; //Default shader based on used render pipeline
|
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Material material = new Material(Shader.Find(shaderName));
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GetComponent<Renderer>().sharedMaterial = material;
|
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|
||||
|
||||
//3. Export trees//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
TreePrototypesData[] treePrototypesData = terrainData.TerrainToMesh().ExportTreeData(vertexCountHorizontal, vertexCountVertical, 1, 1);
|
||||
|
||||
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for (int t = 0; t < treePrototypesData.Length; t++)
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{
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for (int p = 0; p < treePrototypesData[t].position.Count; p++)
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{
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//Instantiate tree prefab
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GameObject tree = Instantiate(treePrototypesData[t].prefab);
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//Set position
|
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tree.transform.position = treePrototypesData[t].position[p];
|
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//Add random rotation
|
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//tree.transform.rotation = Quaternion.Euler(0, Random.value * 360, 0);
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//Scale
|
||||
tree.transform.localScale = treePrototypesData[t].scale[p];
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//Add parent
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tree.transform.SetParent(this.gameObject.transform, false);
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}
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