I am here cause I have a problem with my project.
Actually I want to create an unicolor cube named voxel. I have created 6 quads for building a cube and there's the result:
My fabulous cube with no texture or color
During this creation, I give to my quad a color with mesh.color. But it doesn't affect the quad color, nor take the color.
I try to follow the documentations below for the mesh color:
https://docs.unity3d.com/ScriptReference/Mesh-colors.html
https://docs.unity3d.com/ScriptReference/Mesh-colors32.html
So my question is: how can I use color or color32 on my mesh for create a cube with color ?
You can look my code here:
public class World : MonoBehaviour
{
enum Cubeside { Bottom, Top, Left, Right, Front, Back };
//public void SetColors(List<Color32> inColors);
public float quadSize = 0.5f;
private int id;
// Red , Green , Blue
private List<int> RGBColor;
private float Opacity;
//public Color32[] VoxelColors = new Color32[] { new Color32(255, 105, 205, 225)};
//public Color32 VoxelColors = new Color32(255, 105, 205, 225);
public Color[] VoxelColorsSimple;
/// <summary>
/// Permet de créer une face du cube
/// </summary>
/// <param name="side">Définie le coté que l'on doit créer</param>
/// <returns>Aucun return</returns>
void CreateQuad(Cubeside side)
{
int colorRed = 255;
int ColorGreen = 105;
int ColorBlue = 205;
Color32 C32Red = new Color32(255, 0, 0, 255);
Color CRed = new Color(1f, 0f, 0f, 1f);
Color32[] VoxelColors = new Color32[] { C32Red };
Color mycolor = Color.red;
Mesh mesh = new Mesh();
mesh.name = "ScriptedMesh";
Vector3[] vertices = new Vector3[4];
Vector3[] normals = new Vector3[4];
int[] triangles = new int[6];
//all possible vertices
//Positionnement des 8 vertices nécessaire à notre cube ( les 8 cotés du cube )
Vector3 p0 = new Vector3(-quadSize, -quadSize, quadSize);
Vector3 p1 = new Vector3(quadSize, -quadSize, quadSize);
Vector3 p2 = new Vector3(quadSize, -quadSize, -quadSize);
Vector3 p3 = new Vector3(-quadSize, -quadSize, -quadSize);
Vector3 p4 = new Vector3(-quadSize, quadSize, quadSize);
Vector3 p5 = new Vector3(quadSize, quadSize, quadSize);
Vector3 p6 = new Vector3(quadSize, quadSize, -quadSize);
Vector3 p7 = new Vector3(-quadSize, quadSize, -quadSize);
// ------ . ------ ------ ------ . ------
//|`. | `. |\ |\ | | /| /| .' | .'|
//| ` -- --- | ---- - ------ - ---- | --- -- ' |
//| | | | | | | | | | | | | | | | | |
// --- -- . | - ---- | ------ | ---- - | . -- ---
// `. | `.| \| \| | | |/ |/ |.' | .'
// ` ------ ------ ------ ------ ------ '
//Création des différents carré à partir de 2 triangle rectangle
switch(side)
{
case Cubeside.Front :
//Nous prenons 4 coté du cube
vertices = new Vector3[] { p4, p5, p1, p0 };
//nous rajoutons des normals avec la direction
normals = new Vector3[] { Vector3.forward, Vector3.forward, Vector3.forward, Vector3.forward };
//Nous créons les triangles sur la face du cube 3 1 0 étant en haut à droite et 3 2 1 en bas à gauche
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Bottom :
vertices = new Vector3[] { p0, p1, p2, p3 };
normals = new Vector3[] { Vector3.down, Vector3.down, Vector3.down, Vector3.down };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Top:
vertices = new Vector3[] { p7, p6, p5, p4 };
normals = new Vector3[] { Vector3.up, Vector3.up, Vector3.up, Vector3.up };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Left:
vertices = new Vector3[] { p7, p4, p0, p3 };
normals = new Vector3[] { Vector3.left, Vector3.left, Vector3.left, Vector3.left };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Right:
vertices = new Vector3[] { p5, p6, p2, p1 };
normals = new Vector3[] { Vector3.right, Vector3.right, Vector3.right, Vector3.right };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
case Cubeside.Back:
vertices = new Vector3[] { p6, p7, p3, p2 };
normals = new Vector3[] { Vector3.back, Vector3.back, Vector3.back, Vector3.back };
triangles = new int[] { 3, 1, 0, 3, 2, 1 };
break;
}
mesh.vertices = vertices;
mesh.normals = normals;
mesh.triangles = triangles;
Color[] tempColor = new Color[mesh.vertices.Length];
for ( int cpt = 0; cpt < mesh.vertices.Length; cpt )
{
tempColor[cpt] = Color.red;
}
VoxelColorsSimple = tempColor;
mesh.colors = VoxelColorsSimple;
GameObject quad = new GameObject("quad");
quad.transform.parent = this.gameObject.transform;
MeshFilter meshFilter = (MeshFilter)quad.AddComponent(typeof(MeshFilter));
meshFilter.mesh = mesh;
MeshRenderer renderer = quad.AddComponent(typeof(MeshRenderer)) as MeshRenderer;
/* //I don't want to use material
Material mat = Resources.Load("VoxelMaterial") as Material;
renderer.material = mat;*/
}
// Use this for initialization
void Start()
{
CreateQuad(Cubeside.Front);
CreateQuad(Cubeside.Bottom);
CreateQuad(Cubeside.Top);
CreateQuad(Cubeside.Left);
CreateQuad(Cubeside.Right);
CreateQuad(Cubeside.Back);
}
// Update is called once per frame
void Update()
{
}
}
And this script is linked to my empty object "World" here :
Thanks for your answers.
CodePudding user response:
Unity doesn't know what to do with vertex colors without a shader to handle them, and Unity uses the material of the mesh to determine which shader to use.
So, you will need to assign a material to your meshrenderer with a shader appropriate for your needs.
You can either write your own shader which uses the vertex colors and assign that to your material, or you can use a builtin shader which does that already, such as the default or diffuse sprite shaders.
If you write your own shader you could write one which does not make use of a texture, and only uses the vertex colors to determine the albedo, as well as other customizations.
However you decide to create your shader & material, once you have your material, you could add a [SerializeField] voxelMat;
field to your World
, assign your material to it in the inspector, then use renderer.material = voxelMat;
to assign it.