unity 读取灰度图生成按高程分层设色地形模型
准备灰度图
1、高程按比例对应hue色相(hsv)生成mesh效果
o.color = float4(hsv2rgb(float3(v.vertex.y/100.0, 0.5, 0.75)), 1.0);
unity shader
- Shader "Unlit/vertexColor 1"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // make fog work
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- float4 vertex : SV_POSITION;
- float4 color:COLOR;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float3 hsv2rgb(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.color = float4(hsv2rgb(float3(v.vertex.y/100.0, 0.5, 0.75)), 1.0);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- // sample the texture
- //fixed4 col = tex2D(_MainTex, i.uv);
- fixed4 col = i.color;
- // apply fog
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }
- }
2、高程按比例对应色带生成mesh效果
准备色带图
unity shder
- Shader "Unlit/colorRamp"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _ColorRamp("Color Ramp", 2D) = "white" {}
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // make fog work
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- float4 vertex : SV_POSITION;
- float2 colorUV : TEXCOORD1;
- };
- sampler2D _MainTex;
- sampler2D _ColorRamp;
- float4 _MainTex_ST;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- o.colorUV = float2(v.vertex.y / 100.0,0);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_ColorRamp,i.colorUV);
- // apply fog
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }
- }
mesh创建脚本
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class meshCreate2 : MonoBehaviour {
- private Texture textureGray;//灰度图
- private Texture textureGrass;//草地贴图
- private int tGrayWidth = 0, tGrayHeight = 0;//灰度图的宽和高
- private bool bCreate = false;//是否完成创建
- private List<GameObject> meshList;//mesh集合
- private Texture2D texture2dGray;
- public float zScale = 100;//高度参数
- [Tooltip("传入mesh使用的材质")]
- public Material meshMaterial;
- void Start()
- {
- StartCoroutine(loadImage("IGray.png", (t) => textureGray = t));
- StartCoroutine(loadImage("IGrass.jpg", (t) => textureGrass = t));
- meshList = new List<GameObject>();
- }
- void Update()
- {
- if (textureGray != null && textureGrass != null)
- {
- if (bCreate == false)
- {
- tGrayWidth = textureGray.width;
- tGrayHeight = textureGray.height;
- meshMaterial.mainTexture = textureGrass;//设置材质贴图
- //mesh顶点数目最大65000,则取mes为250*250=62500
- int xNum = 1 + tGrayWidth / 250;//x方向mesh个数
- int zNum = 1 + tGrayHeight / 250; //z方向mesh个数
- texture2dGray = (Texture2D)textureGray;
- //根据灰度图创建mesh
- for (int i = 0; i < xNum; i++)
- {
- for (int j = 0; j < zNum; j++)
- {
- if (i < xNum - 1 && j < zNum - 1)
- {
- meshList.Add(
- createMesh("meshX" + i.ToString() + "Z" + j.ToString(), 251, 251,
- i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0,2500),
- (i + 1) * new Vector3(2500, 0, 0) + (j + 1) * new Vector3(0, 0,2500) + new Vector3(10, 0,10),
- i * new Vector2(250, 0) + j * new Vector2(0, 250),
- (i + 1) * new Vector2(250, 0) + (j + 1) * new Vector2(0, 250) + new Vector2(1, 1)));
- }
- else if (i == xNum - 1 && j < zNum - 1)
- {
- meshList.Add(createMesh("meshX" + i.ToString() + "Z" + j.ToString(), tGrayWidth % 250, 251,
- i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0,2500),
- i * new Vector3(2500, 0, 0) + new Vector3(10 * (tGrayWidth % 250), 0,10) + (j + 1) * new Vector3(0, 0,2500),
- i * new Vector2(250, 0) + j * new Vector2(0, 250),
- i * new Vector2(250, 0) + new Vector2(tGrayWidth % 250, 1) + (j + 1) * new Vector2(0, 250)));
- }
- else if (i < xNum - 1 && j == zNum - 1)
- {
- meshList.Add(createMesh("meshX" + i.ToString() + "Z" + j.ToString(), 251, tGrayHeight % 250,
- i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0,2500),
- (i + 1) * new Vector3(2500, 0, 0) + j * new Vector3(0, 0,2500) + new Vector3(10, 0, 10 * (tGrayHeight % 250)),
- i * new Vector2(250, 0) + j * new Vector2(0, 250),
- (i + 1) * new Vector2(250, 0) + j * new Vector2(0, 150) + new Vector2(1, tGrayHeight % 250)));
- }
- else if (i == xNum - 1 && j == zNum - 1)
- {
- meshList.Add(createMesh("meshX" + i.ToString() + "Z" + j.ToString(), tGrayWidth % 250, tGrayHeight % 250,
- i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0, 2500),
- i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0, 2500) + new Vector3(10 * (tGrayWidth % 250), 0, 10 * (tGrayHeight % 250)),
- i * new Vector2(250, 0) + j * new Vector2(0, 250),
- i * new Vector2(250, 0) + j * new Vector2(0, 250) + new Vector2(tGrayWidth % 250, tGrayHeight % 250)));
- }
- }
- }
- bCreate = true;
- }
- }
- }
- //加载图片
- IEnumerator loadImage(string imagePath, System.Action<Texture> action)
- {
- WWW www = new WWW("file://" + Application.streamingAssetsPath + "/" + imagePath);
- yield return www;
- if (www.error == null)
- {
- action(www.texture);
- }
- }
- /// <summary>
- ///创建mesh
- /// </summary>
- /// <param name="meshName">mesh名称</param>
- /// <param name="row">行数</param>
- /// <param name="col">列数</param>
- /// <param name="minPoint">最小点位置</param>
- /// <param name="maxPoint">最大点位置</param>
- /// <param name="minImgPosition">最小点灰度图位置</param>
- /// <param name="maxImgPosition">最大点灰度图位置</param>
- /// <returns></returns>
- ///
- private GameObject createMesh(string meshName, int row, int col, Vector3 minPoint, Vector3 maxPoint, Vector2 minImgPosition, Vector2 maxImgPosition)
- {
- GameObject meshObject = new GameObject(meshName);
- int verticeNum = row * col;
- Vector3[] vertices = new Vector3[verticeNum];//顶点数组大小
- int[] triangles = new int[verticeNum * 3 * 2];//三角集合数组,保存顶点索引
- // Vector3[] normals = new Vector3[verticeNum];//顶点法线数组大小
- Vector2[] uvs = new Vector2[verticeNum];
- float rowF = (float)row;
- float colF = (float)col;
- Vector3 xStep = new Vector3((maxPoint.x - minPoint.x) / rowF, 0, 0);
- Vector3 zSetp = new Vector3(0, 0, (maxPoint.z - minPoint.z) / colF);
- int k = 0;
- for (int i = 0; i < row; i++)
- {
- for (int j = 0; j < col; j++)
- {
- float tempZ = texture2dGray.GetPixel((int)minImgPosition.x + i, (int)minImgPosition.y + j).grayscale;
- vertices[i + j * row] = minPoint + xStep * i + zSetp * j + new Vector3(0, tempZ * zScale,0);
- uvs[i + j * row] = new Vector2((float)i / rowF, (float)j / colF);
- if (j < col - 1 && i < row - 1)
- {
- triangles[k++] = j * row + i;
- triangles[k++] = j * row + i + row;
- triangles[k++] = j * row + i + 1;
- triangles[k++] = j * row + i + row;
- triangles[k++] = j * row + i + row + 1;
- triangles[k++] = j * row + i + 1;
- }
- }
- }
- Mesh mesh = new Mesh();
- mesh.vertices = vertices;
- mesh.triangles = triangles;
- // mesh.normals = normals;
- mesh.uv = uvs;
- mesh.RecalculateBounds();
- mesh.RecalculateNormals();
- meshObject.AddComponent<MeshFilter>();
- meshObject.AddComponent<MeshRenderer>();
- meshObject.GetComponent<MeshFilter>().mesh = mesh;
- meshObject.GetComponent<MeshRenderer>().material = meshMaterial;
- return meshObject;
- }
- }
相机漫游控制脚本
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class MyCameraControl : MonoBehaviour
- {
- public Camera mainCam;
- //旋转变量;
- private float m_deltX = 0f;
- private float m_deltY = 0f;
- //缩放变量;
- private float m_distance = 10f;
- private float m_mSpeed = 5f;
- //移动变量;
- private Vector3 m_mouseMovePos = Vector3.zero;
- //平移速度
- float Speed = 200f;
- void Start()
- {
- // transform.localPosition = new Vector3(0, m_distance, 0);
- }
- void Update()
- {
- if (Input.GetKey(KeyCode.W))
- {
- transform.Translate(Vector3.forward * Time.deltaTime * Speed);
- }
- if (Input.GetKey(KeyCode.A))
- {
- transform.Translate(Vector3.left * Time.deltaTime * Speed);
- }
- if (Input.GetKey(KeyCode.S))
- {
- transform.Translate(Vector3.forward * Time.deltaTime * -Speed);
- }
- if (Input.GetKey(KeyCode.D))
- {
- transform.Translate(Vector3.left * Time.deltaTime * -Speed);
- }
- //鼠标左键控制旋转
- if (Input.GetMouseButton(0))
- {
- m_deltX += Input.GetAxis("Mouse X") * m_mSpeed;
- m_deltY -= Input.GetAxis("Mouse Y") * m_mSpeed;
- m_deltX = ClampAngle(m_deltX, -360, 360);//旋转幅度 左右
- m_deltY = ClampAngle(m_deltY, -70, 70);//旋转幅度 上下
- transform.rotation = Quaternion.Euler(m_deltY, m_deltX, 0);
- }
- //鼠标滑轮缩放
- if (Input.GetAxis("Mouse ScrollWheel") != 0)
- {
- //自由缩放方式;
- m_distance = Input.GetAxis("Mouse ScrollWheel") * 10f;
- transform.localPosition = transform.position + transform.forward * m_distance;
- }
- //相机位置跳到点击处;
- if (Input.GetMouseButtonDown(1)) //0-左键 1-右键 2-滑轮
- {
- Ray ray = mainCam.ScreenPointToRay(Input.mousePosition);//从摄像机发出到点击坐标的射线
- RaycastHit hitInfo;
- if (Physics.Raycast(ray, out hitInfo))
- {
- m_mouseMovePos = hitInfo.point;
- transform.localPosition = m_mouseMovePos;
- }
- }
- }
- float ClampAngle(float angle, float minAngle, float maxAgnle)
- {
- if (angle <= -360)
- angle += 360;
- if (angle >= 360)
- angle -= 360;
- return Mathf.Clamp(angle, minAngle, maxAgnle);
- }
- }
本文链接
https://www.cnblogs.com/gucheng/p/10945429.html