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Unity程序化生成地形

 制作地形:

  1. 绘制方块
  2. 逐个绘制方块并加噪波高度
  3. 删除Gizmos和逐个绘制

1.draw quad 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;[RequireComponent(typeof(MeshFilter))]
public class mesh_generator : MonoBehaviour
{Mesh mesh;Vector3[] vertices;int[] triangles;// Start is called before the first frame updatevoid Start(){mesh = new Mesh();GetComponent<MeshFilter>().mesh = mesh;CreateShape();UpdateMesh();}// Update is called once per framevoid CreateShape(){vertices = new Vector3[]{new Vector3 (0,0,0),new Vector3 (0,0,1),new Vector3 (1,0,0),new Vector3 (1,0,1)};triangles = new int[]{0,1,2,1,3,2//1,2,3 will have back face culling problem.};}void UpdateMesh(){mesh.Clear();mesh.vertices = vertices;mesh.triangles = triangles;mesh.RecalculateNormals();}
}

2.逐块生成地形

using System.Collections;
using System.Collections.Generic;
using UnityEngine;[RequireComponent(typeof(MeshFilter))]
public class mesh_generator : MonoBehaviour
{Mesh mesh;Vector3[] vertices;int[] triangles;public int xSize = 20;public int zSize = 20;//vertex count = (xSize+1)*(zSize+1)// Start is called before the first frame updatevoid Start(){mesh = new Mesh();GetComponent<MeshFilter>().mesh = mesh;StartCoroutine(CreateShape());}private void Update(){UpdateMesh();}// Update is called once per frame//void CreateShape()IEnumerator CreateShape(){vertices = new Vector3[(xSize + 1) * (zSize + 1)];for (int i = 0,z =0; z <= zSize; z++){for(int x = 0; x <= xSize; x++){float y = Mathf.PerlinNoise(x*.4f, z * .4f) * 2f;//*.3f  for scalevertices[i] = new Vector3(x, y, z);i++;}}triangles = new int[xSize*zSize*6];int vert = 0;int index =0;for (int z = 0; z < zSize; z++){for (int x = 0; x < xSize; x++){triangles[index + 0] = vert + 0;triangles[index + 1] = vert + xSize + 1;triangles[index + 2] = vert + 1;triangles[index + 3] = vert + 1;triangles[index + 4] = vert + xSize + 1;triangles[index + 5] = vert + xSize + 2;vert++;index += 6;yield return new WaitForSeconds(.01f);}vert++;//3*3, 行结束后 vert++,vert = 4, index = 18}}void UpdateMesh(){mesh.Clear();mesh.vertices = vertices;mesh.triangles = triangles;mesh.RecalculateNormals();}private void OnDrawGizmos(){if (vertices == null)return;for (int i = 0; i < vertices.Length; i++){Gizmos.DrawSphere(vertices[i], .1f);}}
}

3.最终效果

using System.Collections;
using System.Collections.Generic;
using UnityEngine;[RequireComponent(typeof(MeshFilter))]
public class mesh_generator : MonoBehaviour
{Mesh mesh;Vector3[] vertices;int[] triangles;public int xSize = 20;public int zSize = 20;//vertex count = (xSize+1)*(zSize+1)// Start is called before the first frame updatevoid Start(){mesh = new Mesh();GetComponent<MeshFilter>().mesh = mesh;//StartCoroutine(CreateShape());CreateShape();UpdateMesh();}//private void Update()//{//    UpdateMesh();//}// Update is called once per framevoid CreateShape()//IEnumerator CreateShape(){vertices = new Vector3[(xSize + 1) * (zSize + 1)];for (int i = 0,z =0; z <= zSize; z++){for(int x = 0; x <= xSize; x++){float y = Mathf.PerlinNoise(x*.4f, z * .4f) * 2f;//*.3f  for scalevertices[i] = new Vector3(x, y, z);i++;}}triangles = new int[xSize*zSize*6];int vert = 0;int index =0;for (int z = 0; z < zSize; z++){for (int x = 0; x < xSize; x++){triangles[index + 0] = vert + 0;triangles[index + 1] = vert + xSize + 1;triangles[index + 2] = vert + 1;triangles[index + 3] = vert + 1;triangles[index + 4] = vert + xSize + 1;triangles[index + 5] = vert + xSize + 2;vert++;index += 6;//yield return new WaitForSeconds(.01f);//yield return 只能在协程(即 IEnumerator 类型的函数)中使用}vert++;//3*3, 行结束后 vert++,vert = 4, index = 18}}void UpdateMesh(){mesh.Clear();mesh.vertices = vertices;mesh.triangles = triangles;mesh.RecalculateNormals();}generate Gizmos//private void OnDrawGizmos()//{//    if (vertices == null)//        return;//    for (int i = 0; i < vertices.Length; i++)//    {//        Gizmos.DrawSphere(vertices[i], .1f);//    }//}
}

附:叠加perlin noise

float y =amplitude1 * Mathf.PerlinNoise(x * frequency1,z * frequency1)+ amplitude2 * Mathf.PerlinNoise(x * frequency2, z * frequency2)+ amplitude3 * Mathf.PerlinNoise(x * frequency3, z * frequency3)* noiseStrength;

程序化生成颜色

0.用贴图

using System.Collections;
using System.Collections.Generic;
using UnityEngine;[RequireComponent(typeof(MeshFilter))]
public class mesh_generator : MonoBehaviour
{Mesh mesh;Vector3[] vertices;int[] triangles;Vector2[]uvs;public int xSize = 20;public int zSize = 20;//vertex count = (xSize+1)*(zSize+1)// Start is called before the first frame updatevoid Start(){mesh = new Mesh();GetComponent<MeshFilter>().mesh = mesh;//StartCoroutine(CreateShape());CreateShape();UpdateMesh();}//private void Update()//{//    UpdateMesh();//}// Update is called once per framevoid CreateShape()//IEnumerator CreateShape(){vertices = new Vector3[(xSize + 1) * (zSize + 1)];for (int i = 0,z =0; z <= zSize; z++){for(int x = 0; x <= xSize; x++){float y = Mathf.PerlinNoise(x*.4f, z * .4f) * 2f;//*.3f  for scalevertices[i] = new Vector3(x, y, z);i++;}}triangles = new int[xSize*zSize*6];int vert = 0;int index =0;for (int z = 0; z < zSize; z++){for (int x = 0; x < xSize; x++){triangles[index + 0] = vert + 0;triangles[index + 1] = vert + xSize + 1;triangles[index + 2] = vert + 1;triangles[index + 3] = vert + 1;triangles[index + 4] = vert + xSize + 1;triangles[index + 5] = vert + xSize + 2;vert++;index += 6;//yield return new WaitForSeconds(.01f);//yield return 只能在协程(即 IEnumerator 类型的函数)中使用}vert++;//3*3, 行结束后 vert++,vert = 4, index = 18}uvs = new Vector2[vertices.Length];for (int i = 0, z = 0; z <= zSize; z++){for (int x = 0; x <= xSize; x++){uvs[i]=new Vector2((float)x/xSize,(float)z/zSize);i++;}}}void UpdateMesh(){mesh.Clear();mesh.vertices = vertices;mesh.triangles = triangles;mesh.uv = uvs;mesh.RecalculateNormals();}generate Gizmos//private void OnDrawGizmos()//{//    if (vertices == null)//        return;//    for (int i = 0; i < vertices.Length; i++)//    {//        Gizmos.DrawSphere(vertices[i], .1f);//    }//}
}

1.根据高度给颜色 并用Shader Graph获取vertex color

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;[RequireComponent(typeof(MeshFilter))]
public class mesh_generator : MonoBehaviour
{Mesh mesh;Vector3[] vertices;int[] triangles;//Vector2[]uvs;Color[] colors;public int xSize = 20;public int zSize = 20;public Gradient gradient;float minTerrainHeight;float maxTerrainHeight;//normalize height//vertex count = (xSize+1)*(zSize+1)// Start is called before the first frame updatevoid Start(){mesh = new Mesh();GetComponent<MeshFilter>().mesh = mesh;//StartCoroutine(CreateShape());CreateShape();UpdateMesh();}//private void Update()//{//    UpdateMesh();//}// Update is called once per framevoid CreateShape()//IEnumerator CreateShape(){vertices = new Vector3[(xSize + 1) * (zSize + 1)];for (int i = 0,z =0; z <= zSize; z++){for(int x = 0; x <= xSize; x++){float y = Mathf.PerlinNoise(x*.4f, z * .4f) * 2f;//*.3f  for scalevertices[i] = new Vector3(x, y, z);if(y>maxTerrainHeight)maxTerrainHeight = y;if(y<minTerrainHeight)minTerrainHeight = y;i++;}}triangles = new int[xSize*zSize*6];int vert = 0;int index =0;for (int z = 0; z < zSize; z++){for (int x = 0; x < xSize; x++){triangles[index + 0] = vert + 0;triangles[index + 1] = vert + xSize + 1;triangles[index + 2] = vert + 1;triangles[index + 3] = vert + 1;triangles[index + 4] = vert + xSize + 1;triangles[index + 5] = vert + xSize + 2;vert++;index += 6;//yield return new WaitForSeconds(.01f);//yield return 只能在协程(即 IEnumerator 类型的函数)中使用}vert++;//3*3, 行结束后 vert++,vert = 4, index = 18}//uvs = new Vector2[vertices.Length];colors = new Color[vertices.Length];for (int i = 0, z = 0; z <= zSize; z++){for (int x = 0; x <= xSize; x++){//uvs[i]=new Vector2((float)x/xSize,(float)z/zSize);float height = Mathf.InverseLerp(minTerrainHeight, maxTerrainHeight, vertices[i].y);colors[i] = gradient.Evaluate(height);i++;}}}void UpdateMesh(){mesh.Clear();mesh.vertices = vertices;mesh.triangles = triangles;mesh.colors = colors;mesh.RecalculateNormals();}generate Gizmos//private void OnDrawGizmos()//{//    if (vertices == null)//        return;//    for (int i = 0; i < vertices.Length; i++)//    {//        Gizmos.DrawSphere(vertices[i], .1f);//    }//}
}

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