public void CollectInfos() { TerrainData terrainData = terrain.terrainData; Texture2D baseTexture = TerrainToMeshTool.BakeBaseTexture(terrain.terrainData); List <Material> matAdd = new List <Material>(); List <Material> matFirst = new List <Material>(); Material matBase = new Material(shaderBase); matBase.SetTexture("_MainTex", baseTexture); float[,] heights = terrain.terrainData.GetHeights(0, 0, terrain.terrainData.heightmapWidth, terrain.terrainData.heightmapHeight); Texture2DArray texArray = null; Material terrainMaterial = new Material(Shader.Find("Nature/Terrain/Diffuse")); if (layerType == LayerType.SingleMesh_LayerIndexTexture) { bakedControlTexture = TerrainToMeshTool.BakeTextureIndex(terrain.terrainData); { Texture firstTexture = terrainData.splatPrototypes[0].texture; texArray = new Texture2DArray(firstTexture.width, firstTexture.height, terrainData.splatPrototypes.Length, TextureFormat.ARGB32, true, true); for (int i = 0; i < terrainData.splatPrototypes.Length; i++) { texArray.SetPixels32(terrainData.splatPrototypes[i].texture.GetPixels32(), i); } texArray.Apply(); } if (terrainTextureIndexMaterial == null) { terrainTextureIndexMaterial = new Material(Shader.Find("Mobile/TerrainTextureIndex")); } else { terrainTextureIndexMaterial.shader = Shader.Find("Mobile/TerrainTextureIndex"); } terrainTextureIndexMaterial.SetTexture("_IndexControl", bakedControlTexture); terrainTextureIndexMaterial.SetTexture("_TexArray", texArray); terrainTextureIndexMaterial.SetFloat("_TexArrayNum", terrainData.splatPrototypes.Length); terrainTextureIndexMaterial.SetVectorArray("_ScaleOffset", GetScaleOffsets(terrainData)); } else if (layerType == LayerType.SingleMesh_Max4Layer) { bakedControlTexture = TerrainToMeshTool.BakeControlTexture(terrain.terrainData, roots[0], gridSize, 4); } else { for (int l = 0; l < terrainData.alphamapLayers; l++) { LayerProperty lp = l < layerProperties.Length ? layerProperties[l] : null; matAdd.Add(TerrainToMeshTool.GetMaterial(terrain, l, shaderAdd, lp)); matFirst.Add(TerrainToMeshTool.GetMaterial(terrain, l, shaderFirst, lp)); } } int w = terrainData.heightmapWidth - 1; int gridNumX = w / gridSize; tiles = new TerrainToMeshTile[gridNumX * gridNumX]; for (int x = 0; x < gridNumX; x++) { for (int y = 0; y < gridNumX; y++) { GameObject objGrid = new GameObject("mesh_" + x + "_" + y); objGrid.transform.SetParent(GetRootTransform(), false); TerrainToMeshTile tile = objGrid.AddComponent <TerrainToMeshTile>(); tiles[y * gridNumX + x] = tile; tile.matBase = matBase; tile.matAdd = matAdd; tile.matFirst = matFirst; tile.lodLevel = -1; tile.terrainData = terrainData; tile.heights = heights; tile.roots = roots; tile.trees = new Node[roots.Length]; tile.layerType = layerType; tile.lodPower = lodPower; tile.terrainMaterial = terrainMaterial; tile.bakedControlTexture = bakedControlTexture; tile.terrainTextureIndexMaterial = terrainTextureIndexMaterial; tile.texArray = texArray; for (int lod = 0; lod < roots.Length; lod++) { tile.trees[lod] = roots[lod].FindSizeNode(x * gridSize, y * gridSize, gridSize); TerrainToMeshTool.SetNodeSkirts(tile.trees[lod], tile.trees[lod]); } } } for (int x = 0; x < gridNumX; x++) { for (int y = 0; y < gridNumX; y++) { tiles[y * gridNumX + x].CollectMeshInfo(maxLodLevel); } } }
public static Material GetMaterial(Terrain terrain, int layer, Shader shader, LayerProperty property) { TerrainData td = terrain.terrainData; Material mat; if (layer != -1) { mat = new Material(shader); mat.SetTexture("_Splat0", td.splatPrototypes[layer].texture); mat.SetTexture("_Normal0", td.splatPrototypes[layer].normalMap); Vector2 tileSize = td.splatPrototypes[layer].tileSize; mat.SetTextureScale("_Splat0", new Vector2(td.size.x / tileSize.x, td.size.z / tileSize.y)); mat.SetTextureOffset("_Splat0", td.splatPrototypes[layer].tileOffset); mat.SetTexture("_Control", td.alphamapTextures[layer / 4]); //mat.SetTexture("unity_Lightmap", LightmapSettings.lightmaps[terrain.lightmapIndex].lightmapColor); mat.SetFloat("_SplatIndex", layer % 4); mat.EnableKeyword("_MESH_TERRAIN"); if (property != null) { if (property.simpleLayer) { mat.EnableKeyword("_SIMPLE_LAYER"); } else { mat.DisableKeyword("_SIMPLE_LAYER"); } } } else { mat = new Material(Shader.Find("Diffuse")); } return(mat); }