1)创建游戏对象
创建一个空对象,重命名为 Grid,并在其下添加需要绘制网格的对象,如下:

场景显示如下:

2)添加脚本组件
GridController.cs
- using System;
- using UnityEngine;
-
- public class GridController : MonoBehaviour {
-
- private void Start () {
- ForAllChildren(transform, RebuildMesh);
- }
-
- private void RebuildMesh(Transform transform) {
- MeshFilter meshFilter = transform.GetComponent
(); - if (meshFilter != null && meshFilter.mesh != null) {
- int[] indices = MakeIndices(meshFilter.mesh.triangles);
- meshFilter.mesh.SetIndices(indices, MeshTopology.Lines, 0);
- }
- }
-
- private int[] MakeIndices(int[] triangles) {
- int[] indices = new int[2 * triangles.Length];
- for( int i = 0; i < triangles.Length; i += 3 ) {
- for (int j = 0; j < 6; j++) {
- // 每个三角形转换为3条线段, 每个顶点使用2次, 对应的顶点序列是: 0, 1, 1, 2, 2, 0, 通式: (j + 1) % 6 / 2, j 的范围: 0 ~ 5
- indices[2 * i + j] = triangles[i + (j + 1) % 6 / 2];
- }
- }
- return indices;
- }
-
- private void ForAllChildren(Transform transform, Action
action ) { - action.Invoke(transform);
- for (int i = 0; i < transform.childCount; i++) {
- ForAllChildren(transform.GetChild(i), action);
- }
- }
- }
说明: GridController 脚本组件挂在 Grid 对象上。
运行效果:

3)给网格添加新材质
GridController.cs
- using System;
- using UnityEngine;
-
- public class GridController : MonoBehaviour {
- public Material material;
-
- private void Start () {
- ForAllChildren(transform, RebuildMesh);
- }
-
- private void RebuildMesh(Transform transform) {
- MeshFilter meshFilter = transform.GetComponent
(); - MeshRenderer meshRenderer = transform.GetComponent
(); - if (meshFilter != null && meshFilter.mesh != null && meshRenderer != null) {
- meshRenderer.material = material;
- int[] indices = MakeIndices(meshFilter.mesh.triangles);
- meshFilter.mesh.SetIndices(indices, MeshTopology.Lines, 0);
- }
- }
-
- private int[] MakeIndices(int[] triangles) {
- int[] indices = new int[2 * triangles.Length];
- for( int i = 0; i < triangles.Length; i += 3 ) {
- for (int j = 0; j < 6; j++) {
- // 每个三角形转换为3条线段, 每个顶点使用2次, 对应的顶点序列是: 0, 1, 1, 2, 2, 0, 通式: (j + 1) % 6 / 2, j 的范围: 0 ~ 5
- indices[2 * i + j] = triangles[i + (j + 1) % 6 / 2];
- }
- }
- return indices;
- }
-
- private void ForAllChildren(Transform transform, Action
action ) { - action.Invoke(transform);
- for (int i = 0; i < transform.childCount; i++) {
- ForAllChildren(transform.GetChild(i), action);
- }
- }
- }
运行效果:

场景中所有对象同第 1 节,脚本组件如下:
GridController.cs
- using System;
- using UnityEngine;
- using UnityEngine.Rendering;
-
- public class GridController : MonoBehaviour {
- public Material material;
-
- private void Start () {
- ForAllChildren(transform, RebuildMesh);
- }
-
- private void RebuildMesh(Transform transform) {
- MeshFilter meshFilter = transform.GetComponent
(); - MeshRenderer meshRenderer = transform.GetComponent
(); - if (meshFilter != null && meshFilter.mesh != null && meshRenderer != null) {
- InitMaterials(meshRenderer);
- int[] indices = MakeIndices(meshFilter.mesh.triangles);
- InitSubMesh(meshFilter.mesh, indices, indices.Length / 3);
- }
- }
-
- private void InitMaterials(MeshRenderer meshRenderer) {
- Material[] materials = new Material[meshRenderer.materials.Length + 1];
- meshRenderer.materials.CopyTo(materials, 0);
- materials[materials.Length - 1] = material;
- meshRenderer.materials = materials;
- }
-
- private void InitSubMesh(Mesh mesh, int[] indices, int divide) {
- mesh.SetIndexBufferParams(indices.Length, IndexFormat.UInt32);
- mesh.SetIndexBufferData(indices, 0, 0, indices.Length);
- mesh.subMeshCount = 2; // 设置2个子网格
- // 第一部分绘制三角形内部
- SubMeshDescriptor subMeshDescriptor1 = new SubMeshDescriptor(0, divide, MeshTopology.Triangles);
- mesh.SetSubMesh(0, subMeshDescriptor1);
- // 第二部分绘制线段
- SubMeshDescriptor subMeshDescriptor2 = new SubMeshDescriptor(divide, indices.Length - divide, MeshTopology.Lines);
- mesh.SetSubMesh(1, subMeshDescriptor2);
- }
-
- private int[] MakeIndices(int[] triangles) {
- int[] indices = new int[3 * triangles.Length];
- triangles.CopyTo(indices, 0);
- for( int i = 0; i < triangles.Length; i += 3 ) {
- for (int j = 0; j < 6; j++) {
- // 每个三角形转换为3条线段, 每个顶点使用2次, 对应的顶点序列是: 0, 1, 1, 2, 2, 0, 通式: (j + 1) % 6 / 2, j 的范围: 0 ~ 5
- indices[triangles.Length + 2 * i + j] = triangles[i + (j + 1) % 6 / 2];
- }
- }
- return indices;
- }
-
- private void ForAllChildren(Transform transform, Action
action ) { - action.Invoke(transform);
- for (int i = 0; i < transform.childCount; i++) {
- ForAllChildren(transform.GetChild(i), action);
- }
- }
- }
运行效果:
