RepoTown/Assets/MeshBaker/scripts/AssignToMeshCustomizers/CustomizerPutSliceIndexInUV0_z.cs

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2025-07-25 15:29:14 +05:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DigitalOpus.MB.Core;
namespace DigitalOpus.MB.Core
{
/// <summary>
/// This MeshAssignCustomizer alters the UV data as it is being assigned to the mesh.
/// It appends the Texture Array slice index in the UV.z channel.
///
/// Shaders must be modified to read the slice index from the UV.z channel to use this.
/// </summary>
[CreateAssetMenu(fileName = "MeshAssignCustomizerPutSliceIdxInUV0_z", menuName = "Mesh Baker/Assign To Mesh Customizer/Put Slice Index In UV0.z", order = 1)]
public class CustomizerPutSliceIndexInUV0_z : MB_DefaultMeshAssignCustomizer
{
public override void meshAssign_UV0(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
{
if (textureBakeResults.resultType == MB2_TextureBakeResults.ResultType.atlas)
{
mesh.uv = uvs;
}
else
{
{
if (uvs.Length == sliceIndexes.Length)
{
List<Vector3> nuvs = new List<Vector3>();
for (int i = 0; i < uvs.Length; i++)
{
nuvs.Add(new Vector3(uvs[i].x, uvs[i].y, sliceIndexes[i]));
}
mesh.SetUVs(0, nuvs);
}
else
{
Debug.LogError("UV slice buffer was not the same size as the uv buffer");
}
}
}
}
}
}