private void ProcessVertices(MeshGeneratorBuffers buffers) { if (base.enabled) { int vertexCount = buffers.vertexCount; Vector3[] vertexBuffer = buffers.vertexBuffer; for (int i = 0; i < vertexCount; i++) { vertexBuffer[i] += UnityEngine.Random.insideUnitCircle * this.jitterMagnitude; } } }
private void ProcessVertices(MeshGeneratorBuffers buffers) { if (base.enabled) { int vertexCount = buffers.vertexCount; Vector3[] vertexBuffer = buffers.vertexBuffer; Vector3 vector = new Vector3(); for (int i = 0; i < vertexCount; i++) { Vector3 vector3 = vertexBuffer[i]; vector.x = (this.xAxis.x * vector3.x) + (this.yAxis.x * vector3.y); vector.y = (this.xAxis.y * vector3.x) + (this.yAxis.y * vector3.y); vertexBuffer[i] = vector; } } }
void ProcessVertices(MeshGeneratorBuffers buffers) { if (!this.enabled) { return; } int vertexCount = buffers.vertexCount; // For efficiency, limit your effect to the actual mesh vertex count using vertexCount // Modify vertex positions by accessing Vector3[] vertexBuffer var vertices = buffers.vertexBuffer; Vector3 transformedPos = default(Vector3); for (int i = 0; i < vertexCount; i++) { Vector3 originalPos = vertices[i]; transformedPos.x = (xAxis.x * originalPos.x) + (yAxis.x * originalPos.y); transformedPos.y = (xAxis.y * originalPos.x) + (yAxis.y * originalPos.y); vertices[i] = transformedPos; } }
void ProcessVertices(MeshGeneratorBuffers buffers) { if (!this.enabled) { return; } // For efficiency, limit your effect to the actual mesh vertex count using vertexCount int vertexCount = buffers.vertexCount; // Modify vertex positions by accessing Vector3[] vertexBuffer var vertices = buffers.vertexBuffer; for (int i = 0; i < vertexCount; i++) { vertices[i] += (Vector3)(Random.insideUnitCircle * jitterMagnitude); } // You can also modify uvs and colors. //var uvs = buffers.uvBuffer; //var colors = buffers.colorBuffer; // }