So for context, I create a mesh based on vertex and triangleindice data. Within the function I create a Polygon object, which basically holds an array of vertices who each have their individual colors attached along with its positioning (Although I use the same color for each vertex in this specific situation). It also has an array with triangleindice points alongside the vertices.
Edit: I also added calculation of normals and UV. UV should be irrelevant here seeing as I do not want to make use of textures but just proper lighting for the vertexcolors.
The Function:
private void createPolyMesh()
{
bool multiplePolygons = false;
for(int h = 0; h < protoData.Polygons.Count; h )
{
PolygonData.Data.Types.Polygon polygon = protoData.Polygons[h];
Vector3[] polyVertices = new Vector3[polygon.Vertex.Count];
int[] triangles = new int[(polygon.TriangleIndices.Count * 3)];
Color[] colors = new Color[polygon.Vertex.Count];
Vector2[] uvs = new Vector2[polygon.Vertex.Count];
Vector3[] normals = new Vector3[polygon.Vertex.Count];
GameObject polyObject = new GameObject("Polygon " h);
Mesh polyMesh = new Mesh();
polyObject.AddComponent<MeshFilter>().mesh = polyMesh;
polyObject.AddComponent<MeshRenderer>();
for(int i = 0; i < polygon.Vertex.Count; i ) {
polyVertices[i] = new Vector3(polygon.Vertex[i].Point.X, polygon.Vertex[i].Point.Y, polygon.Vertex[i].Point.Z);
uvs[i] = new Vector2(polyVertices[i][0], polyVertices[i][2]);
colors[i] = new Color(polygon.Vertex[i].Color.R, polygon.Vertex[i].Color.G, polygon.Vertex[i].Color.B, polygon.Vertex[i].Color.A);
}
for(int j = 0; j < polygon.TriangleIndices.Count; j ) {
int k = (j (j * 2));
triangles[k] = (int)polygon.TriangleIndices[j].A;
triangles[k 1] = (int)polygon.TriangleIndices[j].B;
triangles[k 2] = (int)polygon.TriangleIndices[j].C;
}
for(int l = 0; l < polygon.Vertex.Count - 2; l ) {
int m = (l (l * 2));
Vector3 p0 = polyVertices[l];
Vector3 p1 = polyVertices[l 1];
Vector3 p2 = polyVertices[l 2];
normals[l] = (Vector3.Cross(p1-p0, p2-p0)).normalized;
}
polyMesh.vertices = polyVertices;
polyMesh.uv = uvs;
polyMesh.triangles = triangles;
polyMesh.colors = colors;
polyMesh.normals = normals;
polyObject.GetComponent<MeshRenderer>().material = new Material(Shader.Find("Custom/VertexColor"));
TopologySetter topologySetter = new TopologySetter();
topologySetter.addPolyMesh(polyObject.GetComponent<MeshFilter>().mesh);
if(protoData.Polygons.Count > 1 && h == 0)
{
GameObject model = new GameObject("Model");
multiplePolygons = true;
}
if(multiplePolygons)
{
polyObject.transform.SetParent(GameObject.Find("Model").transform);
}
}
}
Whenever I attach shaders the behaviour on the object seems very strange though. The .shader file for the abomination I used here looks as follows.
The Shader:
Shader "Custom/NewSurfaceShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Edit: This shader is a default template by unity
In the following two pictures you can see the difference between how the shader example should look and how it looks within the program.
The example:
How it looks in game:
Edit: The normals seem to not wrap around the entire mesh properly for some reason?
*It is a 3d sphere, the background color for the camera has been set to black
CodePudding user response:
The eventual answer to this appeared to be, me having to recalculate the normals after applying them through using the recalculateNormals() function on the mesh.