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- // This script is placed in public domain. The author takes no responsibility for any possible harm.
- var heightMap : Texture2D;
- var material : Material;
- var size = Vector3(200, 30, 200);
- function Start ()
- {
- GenerateHeightmap();
- }
- function GenerateHeightmap ()
- {
- // Create the game object containing the renderer
- gameObject.AddComponent(MeshFilter);
- gameObject.AddComponent("MeshRenderer");
- gameObject.AddComponent(Mesh);
- if (material)
- renderer.material = material;
- else
- renderer.material.color = Color.white;
- // Retrieve a mesh instance
- var mesh : Mesh = GetComponent(MeshFilter).mesh;
- var width : int = Mathf.Min(heightMap.width, 255);
- var height : int = Mathf.Min(heightMap.height, 255);
- var y = 0;
- var x = 0;
- // Build vertices and UVs
- var vertices = new Vector3[height * width];
- var uv = new Vector2[height * width];
- var tangents = new Vector4[height * width];
- var uvScale = Vector2 (1.0 / (width - 1), 1.0 / (height - 1));
- var sizeScale = Vector3 (size.x / (width - 1), size.y, size.z / (height - 1));
- for (y=0;y<height;y++)
- {
- for (x=0;x<width;x++)
- {
- var pixelHeight = heightMap.GetPixel(x, y).grayscale;
- var vertex = Vector3 (x, pixelHeight, y);
- vertices[y*width + x] = Vector3.Scale(sizeScale, vertex);
- uv[y*width + x] = Vector2.Scale(Vector2 (x, y), uvScale);
- // Calculate tangent vector: a vector that goes from previous vertex
- // to next along X direction. We need tangents if we intend to
- // use bumpmap shaders on the mesh.
- var vertexL = Vector3( x-1, heightMap.GetPixel(x-1, y).grayscale, y );
- var vertexR = Vector3( x+1, heightMap.GetPixel(x+1, y).grayscale, y );
- var tan = Vector3.Scale( sizeScale, vertexR - vertexL ).normalized;
- tangents[y*width + x] = Vector4( tan.x, tan.y, tan.z, -1.0 );
- }
- }
- // Assign them to the mesh
- mesh.vertices = vertices;
- mesh.uv = uv;
- // Build triangle indices: 3 indices into vertex array for each triangle
- var triangles = new int[(height - 1) * (width - 1) * 6];
- var index = 0;
- for (y=0;y<height-1;y++)
- {
- for (x=0;x<width-1;x++)
- {
- // For each grid cell output two triangles
- triangles[index++] = (y * width) + x;
- triangles[index++] = ((y+1) * width) + x;
- triangles[index++] = (y * width) + x + 1;
- triangles[index++] = ((y+1) * width) + x;
- triangles[index++] = ((y+1) * width) + x + 1;
- triangles[index++] = (y * width) + x + 1;
- }
- }
- // And assign them to the mesh
- mesh.triangles = triangles;
- // Auto-calculate vertex normals from the mesh
- mesh.RecalculateNormals();
- // Assign tangents after recalculating normals
- mesh.tangents = tangents;
- }
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