• Unity ProjectTiny动态改变UV显示指定部分的纹理


    上篇创建的是LitMesh,这种Mesh要计算Normal和Tangent才能正确显示颜色,不然是黑色的。Tangent是根据Normal和UV计算出来的,所以改变一次UV就得计算一遍Tangent。目前还用不到光照,这篇就创建简单的UnlitMesh来做例子了。

    还有Tiny运行时无法动态加载Material,也无法像GameObject那样将Material转成预制体引用起来(至少目前没看到类似的用法),所以只能在场景中建一个球体,挂上要用到的材质,然后在运行过程中创建好DynamicMesh后,把球体的材质赋值给DynamicMesh。

    这篇的主要效果就是动态创建一个UnlitMesh,然后给它赋值一个带纹理的材质,再动态改变Mesh的UV,从而显示纹理上的不同部分。代码有点多,还有用Unity的ECS写代码容易出错,可能稍微改点代码就运行不起来了,这个要注意。

    using Unity.Burst;
    using Unity.Collections;
    using Unity.Entities;
    using Unity.Jobs;
    using Unity.Mathematics;
    using Unity.Transforms;
    using Unity.Tiny.Rendering;
    using Unity.Tiny;
    
    namespace TinyMesh {
    	public struct MaterialHolder : IComponentData
        {
        }
        public struct ChangeMeshUV : IComponentData
        {
        }
        // [DisableAutoCreation]
        [UpdateBefore(typeof(ChangeMeshUVSystem))]
        public class CreateUnlitMeshSystem : SystemBase {
            EntityCommandBuffer ecb;
    
            protected override void OnCreate() {
                base.OnCreate();
                ecb = World.GetExistingSystem<EndSimulationEntityCommandBufferSystem>().CreateCommandBuffer();
            }
    
            protected override void OnUpdate() {
                Entities.WithAll<MaterialHolder>().ForEach((Entity e) => {
                    var mat = EntityManager.GetComponentData<MeshRenderer>(e).material;
                    var unlitMesh = ecb.CreateEntity(); // ForEach里边只能用EntityCommandBuffer来创建Mesh,用EntityManager会报错
                    // 添加储存顶点数据的Buffer
                    var vertex = ecb.AddBuffer<DynamicSimpleVertex>(unlitMesh); // 不需要光照的SimpleVertex
                    // 添加储存顶点下标的Buffer
                    var index = ecb.AddBuffer<DynamicIndex>(unlitMesh);
                    vertex.Capacity = 4; // buffer的总大小,可以不用跟ResizeUninitialized的设置一样,但必须大于等于
                    vertex.ResizeUninitialized(4); // 把buffer长度设置为4,且不初始化每个数据的值(里边的值是乱的)
                    index.Capacity = 6;
                    index.ResizeUninitialized(6);
                    DynamicMeshData dmd = new DynamicMeshData{
                        Dirty = true,
                        IndexCapacity = index.Capacity,
                        VertexCapacity = vertex.Capacity,
                        NumIndices = index.Length,
                        NumVertices = vertex.Length,
                        UseDynamicGPUBuffer = true
                    };
    
                    MeshBounds mb;
                    var org = new float3(-0.5f, -0.5f, 0);
                    var du = new float3(1, 0, 0);
                    var dv = new float3(0, 1, 0);
                    var destVertices = vertex.AsNativeArray().Reinterpret<DynamicSimpleVertex, SimpleVertex>();
                    var destIndices = index.AsNativeArray().Reinterpret<DynamicIndex, ushort>();
                    MeshHelper.FillPlaneMesh(destVertices, destIndices, org, du, dv, out mb.Bounds);
                    unsafe {
                        int n = vertex.Length;
                        SimpleVertex *vp = (SimpleVertex *)vertex.GetUnsafePtr();
                        for (int i = 0; i < n; i++) {
                            vp[i].Color = new float4(1, 0, 0, 1);
                        }
                    }
    
                    // 添加各种渲染UnlitMesh必须用到的组件
                    ecb.AddComponent<DynamicMeshData>(unlitMesh, dmd); // 动态网格数据,这种可以在运行时改顶点数据的。还有一种是固定了顶点数据的,无法在运行时改数据!
                    ecb.AddComponent<MeshRenderer>(unlitMesh, new MeshRenderer{ // 网格渲染组件
                        mesh = unlitMesh,
                        material = mat,
                        startIndex = 0,
                        indexCount = dmd.NumIndices
                    });
                    ecb.AddComponent(unlitMesh, new SimpleMeshRenderer()); // 这个组件用来表明该Mesh是不支持光照的网格
                    ecb.AddComponent(unlitMesh, mb); // Mesh的包围盒
                    ecb.AddComponent<Translation>(unlitMesh, new Translation { Value = float3.zero });
                    ecb.AddComponent<Rotation>(unlitMesh, new Rotation { Value = quaternion.RotateX(179) });
                    ecb.AddComponent<LocalToWorld>(unlitMesh, new LocalToWorld { Value = float4x4.Translate(float3.zero) });
                    ecb.AddComponent(unlitMesh, new ChangeMeshUV());
                    ecb.SetComponent(unlitMesh, dmd);
                    
                }).WithoutBurst().Run();
    
                // 在Entities.ForEach外面可以用EntityManager创建Entity
                var unlitMaterial = CreateUnlitMaterial();
                var _unlitMesh = CreateUnlitMesh(unlitMaterial);
                EntityManager.SetComponentData<Translation>(_unlitMesh, new Translation{Value = new float3(-2, 1, 0)});
                EntityManager.AddComponentData(_unlitMesh, new DemoSpinner { spin =  math.normalize(new quaternion(new float4(1, 0, 0, 1))) });
    
                // 销毁该System,避免重复创建。在OnCreate中无法调用EntityManager创建Entity的
                World.GetExistingSystem<SimulationSystemGroup>().RemoveSystemFromUpdateList(this);
                World.DestroySystem(this);
            }
    
            // 注意:该接口不能在Entities.ForEach中调用
            Entity CreateUnlitMesh(Entity unlitMaterial) {
                var unlitMesh = EntityManager.CreateEntity();
                // 添加储存顶点数据的Buffer
                EntityManager.AddBuffer<DynamicSimpleVertex>(unlitMesh); // 不需要光照的SimpleVertex
                // 添加储存顶点下标的Buffer
                EntityManager.AddBuffer<DynamicIndex>(unlitMesh);
                var vertex = EntityManager.GetBuffer<DynamicSimpleVertex>(unlitMesh);
                var index = EntityManager.GetBuffer<DynamicIndex>(unlitMesh);
                vertex.Capacity = 4; // buffer的总大小,可以不用跟ResizeUninitialized的设置一样,但必须大于等于
                vertex.ResizeUninitialized(4); // 把buffer长度设置为4,且不初始化每个数据的值(里边的值是乱的)
                index.Capacity = 6;
                index.ResizeUninitialized(6);
                DynamicMeshData dmd = new DynamicMeshData{
                    Dirty = true,
                    IndexCapacity = index.Capacity,
                    VertexCapacity = vertex.Capacity,
                    NumIndices = index.Length,
                    NumVertices = vertex.Length,
                    UseDynamicGPUBuffer = true
                };
    
                MeshBounds mb;
                var org = new float3(-0.5f, -0.5f, 0);
                var du = new float3(1, 0, 0);
                var dv = new float3(0, 1, 0);
                var destVertices = vertex.AsNativeArray().Reinterpret<DynamicSimpleVertex, SimpleVertex>();
                var destIndices = index.AsNativeArray().Reinterpret<DynamicIndex, ushort>();
                // 手动设置顶点数据
                destVertices[0] = new SimpleVertex { Position = org, Color = new float4(1, 0, 0, 1), TexCoord0 = new float2(0, 0) };
                destVertices[1] = new SimpleVertex { Position = org + du, Color = new float4(0, 1, 0, 1), TexCoord0 = new float2(1, 0) };
                destVertices[2] = new SimpleVertex { Position = org + du + dv, Color = new float4(0, 0, 1, 1), TexCoord0 = new float2(1, 1) };
                destVertices[3] = new SimpleVertex { Position = org + dv, Color = new float4(0.5f, 0.5f, 0.5f, 1), TexCoord0 = new float2(0, 1) };
                destIndices[0] = 0; destIndices[1] = 1; destIndices[2] = 2;
                destIndices[3] = 2; destIndices[4] = 3; destIndices[5] = 0;
                mb.Bounds = MeshHelper.ComputeBounds(destVertices);
    
                // 调用接口设置顶点数据,颜色默认是白色
                // MeshHelper.FillPlaneMesh(destVertices, destIndices, org, du, dv, out mb.Bounds);
                // unsafe { // 可以这样重新设置顶点颜色
                //     int n = vertex.Length;
                //     SimpleVertex *vp = (SimpleVertex *)vertex.GetUnsafePtr();
                //     for (int i = 0; i < n; i++)
                //         vp[i].Color = new float4(1, 0, 0, 1);
                // }
    
                // 添加各种渲染UnlitMesh必须用到的组件
                EntityManager.AddComponentData<DynamicMeshData>(unlitMesh, dmd); // 动态网格数据,这种可以在运行时改顶点数据的。还有一种是固定了顶点数据的,无法在运行时改数据!
                EntityManager.AddComponentData<MeshRenderer>(unlitMesh, new MeshRenderer{ // 网格渲染组件
                    mesh = unlitMesh,
                    material = unlitMaterial,
                    startIndex = 0,
                    indexCount = dmd.NumIndices
                });
                EntityManager.AddComponentData(unlitMesh, new SimpleMeshRenderer()); // 这个组件用来表明该Mesh是不支持光照的网格
                EntityManager.AddComponentData(unlitMesh, mb); // Mesh的包围盒
                EntityManager.AddComponentData<Translation>(unlitMesh, new Translation { Value = float3.zero });
                EntityManager.AddComponentData<Rotation>(unlitMesh, new Rotation { Value = quaternion.identity });
                EntityManager.AddComponentData<LocalToWorld>(unlitMesh, new LocalToWorld { Value = float4x4.Translate(float3.zero) });
    
                return unlitMesh;
            }
    
            // 创建一个不带光照的材质。该接口也不能在Entities.ForEach中调用
            Entity CreateUnlitMaterial() {
                var unlitMaterial = EntityManager.CreateEntity();
                EntityManager.AddComponentData(unlitMaterial, new SimpleMaterial
                {
                    texAlbedoOpacity = Entity.Null,
                    constAlbedo = new float3(1, 1, 1),
                    constOpacity = 1.0f,
                    twoSided = true,
                    blend = BlendOp.Disabled,
                    transparent = false,
                    billboarded = false,
                    scale = new float2(1, 1),
                    offset = new float2(0, 0)
                });
                return unlitMaterial;
            }
        }
    }
    
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    动态改变UV的System

    using Unity.Collections;
    using Unity.Entities;
    using Unity.Mathematics;
    using Unity.Transforms;
    using Unity.Tiny.Rendering;
    using Unity.Tiny;
    
    namespace TinyMesh {
        public class ChangeMeshUVSystem : SystemBase
        {
            float time = 0;
    
            const int count = 16;
    
            const float size = 1.0f / count;
    
            protected override void OnUpdate()
            {
                Entities.WithAll<ChangeMeshUV>().ForEach((Entity entity, ref DynamicMeshData dmd, ref DynamicBuffer<DynamicSimpleVertex> dsv) => {
                    time += World.Time.DeltaTime;
                    var u = (int)(time % count);
                    var v = (int)((time / count) % count);
                    unsafe {
                        int n = dsv.Length;
                        SimpleVertex *vp = (SimpleVertex *)dsv.GetUnsafePtr();
                        vp[0].TexCoord0 = new float2(size * u, size * v);
                        vp[1].TexCoord0 = new float2(size * u + size, size * v);
                        vp[2].TexCoord0 = new float2(size * u + size, size * v + size);
                        vp[3].TexCoord0 = new float2(size * u, size * v + size);
                    }
                    dmd.Dirty = true;
                }).WithoutBurst().Run();
            }
        }
    }
    
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    打包安卓后运行效果
    在这里插入图片描述

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  • 原文地址:https://blog.csdn.net/ALonWol/article/details/127604612