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;
         }
     }
 }
示例#2
0
 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;
            }
        }
示例#4
0
        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;

            //
        }