void Start()
{
Test4();
}
//草
private Vector3[] grassArray = new Vector3[7];
private GameObject grassobj;
void Test4()
{
GameObject obj = new GameObject();
obj.name = "grass";
grassobj = obj;
MeshFilter meshFilter = obj.AddComponent<MeshFilter>();
//mesh的頂點,按照圖的我們順時針寫就行
Vector3[] newVertices =
{
new Vector3(0, 0, 0), new Vector3(0 ,1 ,0) , new Vector3(0, 2, 0), new Vector3(0, 3, 0),
new Vector3(0.3f, 2 ,0 ), new Vector3(0.6f, 1 , 0), new Vector3(0.9f, 0 ,0)
};
grassArray = newVertices;
//uV坐標,照抄上面的,去除z
Vector2[] newUV =
{
new Vector2(0, 0), new Vector2(0, 1), new Vector2(0, 2), new Vector2(0, 3),
new Vector2(0.3f, 2), new Vector2(0.6f, 1), new Vector2(0.9f,0)
};
int[] newTriangles =
{
2,3,4,1,2,4,1,4,5,0,1,5,0,5,6,//順時針渲染正面
2,4,3,1,4,2,1,5,4,0,5,1,0,6,5//逆時針渲染背面
};
Mesh mesh = new Mesh();
meshFilter.mesh = mesh;
//頂點 三角面 uv
mesh.vertices = grassArray;
mesh.uv = newUV;
mesh.triangles = newTriangles;
//渲染
MeshRenderer renderer = obj.AddComponent<MeshRenderer>();
Material mat = new Material (Shader.Find("Standard"));
mat.color = Color.green;
renderer.material = mat;
}
public float wind;
Vector3[] baseVertices =
{
new Vector3(0, 0, 0), new Vector3(0 ,1 ,0) , new Vector3(0, 2, 0), new Vector3(0, 3, 0),
new Vector3(0.3f, 2 ,0 ), new Vector3(0.6f, 1 , 0), new Vector3(0.9f, 0 ,0)
};
// Update is called once per frame
void Update()
{
//模擬草被風影響
//頂點高度越高的草越容易被影響
wind = Mathf.Sin(Time.time);//sin波
for (int i = 0; i < grassArray.Length; i++)
{
if (grassArray[i].y == 3)
{
//高度為3的草
grassArray[i].x = baseVertices[i].x + (wind * baseVertices[i].y * 0.2f);
}
else if (grassArray[i].y == 2)
{
//高度為2的草
grassArray[i].x = baseVertices[i].x + (wind * baseVertices[i].y * 0.15f);
}
else if (grassArray[i].y == 1)
{
//高度為1的草
grassArray[i].x = baseVertices[i].x + (wind * baseVertices[i].y * 0.1f);
}
}
grassobj.GetComponent<MeshFilter>().mesh.vertices = grassArray;
}

通過代碼創建的草的mesh

y軸單位是1
0到6的距離是0.9
一棵草左右搖擺
寫法比較粗糙,后面再研究下更好的寫法
