急急急…3dsmax材质贴图贴图不对怎么办。

&figure&&img src=&https://pic2.zhimg.com/v2-ade42d384165e_b.jpg& data-rawwidth=&374& data-rawheight=&283& class=&content_image& width=&374&&&/figure&&h2&前言&/h2&&p&在我的上一篇文章&a href=&https://zhuanlan.zhihu.com/p/& class=&internal&&【基于高度进行混合的shader】&/a&里面分享了如何利用高度图进行贴图的混合,里面使用了T4M插件来绘制控制混合的control贴图。&/p&&figure&&img src=&https://pic4.zhimg.com/v2-a984b62a5d7ce99ae6b6a0_b.jpg& data-rawwidth=&437& data-rawheight=&307& data-thumbnail=&https://pic1.zhimg.com/v2-a984b62a5d7ce99ae6b6a0_b.jpg& class=&origin_image zh-lightbox-thumb& width=&437& data-original=&https://pic1.zhimg.com/v2-a984b62a5d7ce99ae6b6a0_r.jpg&&&/figure&&p&像T4M这样直接在mesh上对贴图进行绘制的功能对于美术的同学肯定不陌生,很多建模工具都支持直接在模型上对贴图进行绘制,如C4D的bodypaint工具、allegorithmic公司推出的Substance Painter都支持直接在模型上进行绘制。&/p&&br&&p&这里简单说一下如何在UNITY里实现这个在模型上绘画的功能。 &/p&&br&&h2&准备工作&/h2&&p&在unity中新建一个工程,创建所需要的一些文件夹 &/p&&p&&figure&&img src=&https://pic4.zhimg.com/v2-eaf4be3de3fb0da08b1f_b.png& data-rawwidth=&192& data-rawheight=&182& class=&content_image& width=&192&&&/figure&一个用来测试的mesh &figure&&img src=&https://pic1.zhimg.com/v2-d1aceafe6d0ddf373f6e69a49d293e8c_b.png& data-rawwidth=&259& data-rawheight=&240& class=&content_image& width=&259&&&/figure&用来测试的几张地表贴图 &br&&figure&&img src=&https://pic1.zhimg.com/v2-2feee58a468f6e9e10d2f083fa5b1fd4_b.png& data-rawwidth=&467& data-rawheight=&164& class=&origin_image zh-lightbox-thumb& width=&467& data-original=&https://pic1.zhimg.com/v2-2feee58a468f6e9e10d2f083fa5b1fd4_r.jpg&&&/figure&一些用来做笔刷的PNG图(直接从T4M里面扒过来的) &br&&/p&&p&&figure&&img src=&https://pic4.zhimg.com/v2-c0ecbb62ddd090fbc396ea19c968c0c3_b.png& data-rawwidth=&708& data-rawheight=&217& class=&origin_image zh-lightbox-thumb& width=&708& data-original=&https://pic4.zhimg.com/v2-c0ecbb62ddd090fbc396ea19c968c0c3_r.jpg&&&/figure&新建一个scene,把测试用的模型拖到场景中,把模型的layer设为“ground”(如果没有就自己添加一个),给模型一个新的Material,并使用附件中的文件名为mya_T4M_4tex_blend_diffuse 的这个shader,并参考下图进行配置:&/p&&br&&figure&&img src=&https://pic4.zhimg.com/v2-e15a004fa8ccaef9a3a7_b.png& data-rawwidth=&394& data-rawheight=&509& class=&content_image& width=&394&&&/figure&&br&&br&&p&创建一个名为meshPainter的C#脚本,挂在这个模型上。&br&&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&k&&using&/span& &span class=&nn&&UnityEngine&/span&&span class=&p&&;&/span&
&span class=&k&&using&/span& &span class=&nn&&System.Collections&/span&&span class=&p&&;&/span&
&span class=&na&&[ExecuteInEditMode]&/span&
&span class=&na&&[RequireComponent(typeof(MeshCollider))]&/span&
&span class=&k&&public&/span& &span class=&k&&class&/span& &span class=&nc&&meshPainter&/span& &span class=&p&&:&/span& &span class=&n&&MonoBehaviour&/span& &span class=&p&&{&/span&
&span class=&k&&void&/span& &span class=&nf&&Start&/span& &span class=&p&&()&/span& &span class=&p&&{&/span&
&span class=&p&&}&/span&
&span class=&k&&void&/span& &span class=&nf&&Update&/span& &span class=&p&&()&/span& &span class=&p&&{&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&br&&p&为了自定义脚本的Inspector显示,我们需要一个Style脚本,我们再创建一个meshPainterStyle.cs文件,放在Editor文件下&br&&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&k&&using&/span& &span class=&nn&&UnityEngine&/span&&span class=&p&&;&/span&
&span class=&k&&using&/span& &span class=&nn&&UnityEditor&/span&&span class=&p&&;&/span&
&span class=&k&&using&/span& &span class=&nn&&System.IO&/span&&span class=&p&&;&/span&
&span class=&k&&using&/span& &span class=&nn&&System.Collections&/span&&span class=&p&&;&/span&
&span class=&na&&[CustomEditor(typeof(meshPainter))]&/span&
&span class=&na&&[CanEditMultipleObjects]&/span&
&span class=&k&&public&/span& &span class=&k&&class&/span& &span class=&nc&&meshPainterStyle&/span& &span class=&p&&:&/span& &span class=&n&&Editor&/span&
&span class=&p&&{&/span&
&span class=&k&&public&/span& &span class=&k&&override&/span& &span class=&k&&void&/span& &span class=&nf&&OnInspectorGUI&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&br&&h2&生成控制混合的贴图&/h2&&p&在模型上绘制需要shader和control贴图,所以首先判断当前模型的shader是否正确以及是否有control贴图,如果shader不正确或者control贴图不存在就会显示警告信息,并显示一个生成control贴图的按钮。&br&&/p&&br&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span& &span class=&kt&&string&/span& &span class=&n&&ContolTexName&/span& &span class=&p&&=&/span& &span class=&s&&&&&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&k&&override&/span& &span class=&k&&void&/span& &span class=&nf&&OnInspectorGUI&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&Cheak&/span&&span class=&p&&())&/span&
&span class=&p&&{&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&c1&&//检查&/span&
&span class=&kt&&bool&/span& &span class=&nf&&Cheak&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&kt&&bool&/span& &span class=&n&&Cheak&/span& &span class=&p&&=&/span& &span class=&k&&false&/span&&span class=&p&&;&/span&
&span class=&n&&Transform&/span& &span class=&n&&Select&/span& &span class=&p&&=&/span& &span class=&n&&Selection&/span&&span class=&p&&.&/span&&span class=&n&&activeTransform&/span&&span class=&p&&;&/span&
&span class=&n&&Texture&/span& &span class=&n&&ControlTex&/span& &span class=&p&&=&/span& &span class=&n&&Select&/span&&span class=&p&&.&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&MeshRenderer&/span&&span class=&p&&&().&/span&&span class=&n&&sharedMaterial&/span&&span class=&p&&.&/span&&span class=&n&&GetTexture&/span&&span class=&p&&(&/span&&span class=&s&&&_Control&&/span&&span class=&p&&);&/span&
&span class=&k&&if&/span&&span class=&p&&(&/span&&span class=&n&&Select&/span&&span class=&p&&.&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&MeshRenderer&/span&&span class=&p&&&().&/span&&span class=&n&&sharedMaterial&/span&&span class=&p&&.&/span&&span class=&n&&shader&/span& &span class=&p&&==&/span& &span class=&n&&Shader&/span&&span class=&p&&.&/span&&span class=&n&&Find&/span&&span class=&p&&(&/span&&span class=&s&&&Mya/texBlend/mya_4tex_blend_diffuce&&/span&&span class=&p&&)&/span& &span class=&p&&||&/span& &span class=&n&&Select&/span&&span class=&p&&.&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&MeshRenderer&/span&&span class=&p&&&().&/span&&span class=&n&&sharedMaterial&/span&&span class=&p&&.&/span&&span class=&n&&shader&/span& &span class=&p&&==&/span& &span class=&n&&Shader&/span&&span class=&p&&.&/span&&span class=&n&&Find&/span&&span class=&p&&(&/span&&span class=&s&&&Mya/texBlend/mya_4tex_blend_normal&&/span&&span class=&p&&))&/span&
&span class=&p&&{&/span&
&span class=&k&&if&/span&&span class=&p&&(&/span&&span class=&n&&ControlTex&/span& &span class=&p&&==&/span& &span class=&k&&null&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&EditorGUILayout&/span&&span class=&p&&.&/span&&span class=&n&&HelpBox&/span&&span class=&p&&(&/span&&span class=&s&&&当前模型材质球中未找到Control贴图,绘制功能不可用!&&/span&&span class=&p&&,&/span& &span class=&n&&MessageType&/span&&span class=&p&&.&/span&&span class=&n&&Error&/span&&span class=&p&&);&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&GUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Button&/span&&span class=&p&&(&/span&&span class=&s&&&创建Control贴图&&/span&&span class=&p&&))&/span&
&span class=&p&&{&/span&
&span class=&n&&creatContolTex&/span&&span class=&p&&();&/span&
&span class=&c1&&//Select.gameObject.GetComponent&MeshRenderer&().sharedMaterial.SetTexture(&_Control&, creatContolTex());&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&k&&else&/span&
&span class=&p&&{&/span&
&span class=&n&&Cheak&/span& &span class=&p&&=&/span& &span class=&k&&true&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&k&&else&/span&
&span class=&p&&{&/span&
&span class=&n&&EditorGUILayout&/span&&span class=&p&&.&/span&&span class=&n&&HelpBox&/span&&span class=&p&&(&/span&&span class=&s&&&当前模型shader错误!请更换!&&/span&&span class=&p&&,&/span& &span class=&n&&MessageType&/span&&span class=&p&&.&/span&&span class=&n&&Error&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&k&&return&/span& &span class=&n&&Cheak&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&c1&&//创建Contol贴图&/span&
&span class=&k&&void&/span& &span class=&nf&&creatContolTex&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&c1&&//创建一个新的Contol贴图&/span&
&span class=&kt&&string&/span& &span class=&n&&ContolTexFolder&/span& &span class=&p&&=&/span& &span class=&s&&&Assets/MeshPaint/Controler/&&/span&&span class=&p&&;&/span&
&span class=&n&&Texture2D&/span& &span class=&n&&newMaskTex&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Texture2D&/span&&span class=&p&&(&/span&&span class=&m&&512&/span&&span class=&p&&,&/span& &span class=&m&&512&/span&&span class=&p&&,&/span& &span class=&n&&TextureFormat&/span&&span class=&p&&.&/span&&span class=&n&&ARGB32&/span&&span class=&p&&,&/span& &span class=&k&&true&/span&&span class=&p&&);&/span&
&span class=&n&&Color&/span&&span class=&p&&[]&/span& &span class=&n&&colorBase&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Color&/span&&span class=&p&&[&/span&&span class=&m&&512&/span& &span class=&p&&*&/span& &span class=&m&&512&/span&&span class=&p&&];&/span&
&span class=&k&&for&/span&&span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&t&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&t&/span&&span class=&p&&&&/span& &span class=&n&&colorBase&/span&&span class=&p&&.&/span&&span class=&n&&Length&/span&&span class=&p&&;&/span& &span class=&n&&t&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&n&&colorBase&/span&&span class=&p&&[&/span&&span class=&n&&t&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Color&/span&&span class=&p&&(&/span&&span class=&m&&1&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&n&&newMaskTex&/span&&span class=&p&&.&/span&&span class=&n&&SetPixels&/span&&span class=&p&&(&/span&&span class=&n&&colorBase&/span&&span class=&p&&);&/span&
&span class=&c1&&//判断是否重名&/span&
&span class=&kt&&bool&/span& &span class=&n&&exporNameSuccess&/span& &span class=&p&&=&/span& &span class=&k&&true&/span&&span class=&p&&;&/span&
&span class=&k&&for&/span&&span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&num&/span& &span class=&p&&=&/span& &span class=&m&&1&/span&&span class=&p&&;&/span& &span class=&n&&exporNameSuccess&/span&&span class=&p&&;&/span& &span class=&n&&num&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&kt&&string&/span& &span class=&n&&Next&/span& &span class=&p&&=&/span& &span class=&n&&Selection&/span&&span class=&p&&.&/span&&span class=&n&&activeTransform&/span&&span class=&p&&.&/span&&span class=&n&&name&/span& &span class=&p&&+&/span&&span class=&s&&&_&&/span&&span class=&p&&+&/span& &span class=&n&&num&/span&&span class=&p&&;&/span&
&span class=&k&&if&/span& &span class=&p&&(!&/span&&span class=&n&&File&/span&&span class=&p&&.&/span&&span class=&n&&Exists&/span&&span class=&p&&(&/span&&span class=&n&&ContolTexFolder&/span& &span class=&p&&+&/span& &span class=&n&&Selection&/span&&span class=&p&&.&/span&&span class=&n&&activeTransform&/span&&span class=&p&&.&/span&&span class=&n&&name&/span& &span class=&p&&+&/span& &span class=&s&&&.png&&/span&&span class=&p&&))&/span&
&span class=&p&&{&/span&
&span class=&n&&ContolTexName&/span& &span class=&p&&=&/span& &span class=&n&&Selection&/span&&span class=&p&&.&/span&&span class=&n&&activeTransform&/span&&span class=&p&&.&/span&&span class=&n&&name&/span&&span class=&p&&;&/span&
&span class=&n&&exporNameSuccess&/span& &span class=&p&&=&/span& &span class=&k&&false&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&k&&else&/span& &span class=&nf&&if&/span& &span class=&p&&(!&/span&&span class=&n&&File&/span&&span class=&p&&.&/span&&span class=&n&&Exists&/span&&span class=&p&&(&/span&&span class=&n&&ContolTexFolder&/span& &span class=&p&&+&/span& &span class=&n&&Next&/span& &span class=&p&&+&/span& &span class=&s&&&.png&&/span&&span class=&p&&))&/span&
&span class=&p&&{&/span&
&span class=&n&&ContolTexName&/span& &span class=&p&&=&/span& &span class=&n&&Next&/span&&span class=&p&&;&/span&
&span class=&n&&exporNameSuccess&/span& &span class=&p&&=&/span& &span class=&k&&false&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&kt&&string&/span& &span class=&n&&path&/span& &span class=&p&&=&/span& &span class=&n&&ContolTexFolder&/span& &span class=&p&&+&/span& &span class=&n&&ContolTexName&/span& &span class=&p&&+&/span& &span class=&s&&&.png&&/span&&span class=&p&&;&/span&
&span class=&kt&&byte&/span&&span class=&p&&[]&/span& &span class=&n&&bytes&/span& &span class=&p&&=&/span& &span class=&n&&newMaskTex&/span&&span class=&p&&.&/span&&span class=&n&&EncodeToPNG&/span&&span class=&p&&();&/span&
&span class=&n&&File&/span&&span class=&p&&.&/span&&span class=&n&&WriteAllBytes&/span&&span class=&p&&(&/span&&span class=&n&&path&/span&&span class=&p&&,&/span& &span class=&n&&bytes&/span&&span class=&p&&);&/span&&span class=&c1&&//保存&/span&
&span class=&n&&AssetDatabase&/span&&span class=&p&&.&/span&&span class=&n&&ImportAsset&/span&&span class=&p&&(&/span&&span class=&n&&path&/span&&span class=&p&&,&/span& &span class=&n&&ImportAssetOptions&/span&&span class=&p&&.&/span&&span class=&n&&ForceUpdate&/span&&span class=&p&&);&/span&&span class=&c1&&//导入资源&/span&
&span class=&c1&&//Contol贴图的导入设置&/span&
&span class=&n&&TextureImporter&/span& &span class=&n&&textureIm&/span& &span class=&p&&=&/span& &span class=&n&&AssetImporter&/span&&span class=&p&&.&/span&&span class=&n&&GetAtPath&/span&&span class=&p&&(&/span&&span class=&n&&path&/span&&span class=&p&&)&/span& &span class=&k&&as&/span& &span class=&n&&TextureImporter&/span&&span class=&p&&;&/span&
&span class=&n&&textureIm&/span&&span class=&p&&.&/span&&span class=&n&&textureFormat&/span& &span class=&p&&=&/span& &span class=&n&&TextureImporterFormat&/span&&span class=&p&&.&/span&&span class=&n&&ARGB32&/span&&span class=&p&&;&/span&
&span class=&n&&textureIm&/span&&span class=&p&&.&/span&&span class=&n&&isReadable&/span& &span class=&p&&=&/span& &span class=&k&&true&/span&&span class=&p&&;&/span&
&span class=&n&&textureIm&/span&&span class=&p&&.&/span&&span class=&n&&anisoLevel&/span& &span class=&p&&=&/span& &span class=&m&&9&/span&&span class=&p&&;&/span&
&span class=&n&&textureIm&/span&&span class=&p&&.&/span&&span class=&n&&mipmapEnabled&/span& &span class=&p&&=&/span& &span class=&k&&false&/span&&span class=&p&&;&/span&
&span class=&n&&textureIm&/span&&span class=&p&&.&/span&&span class=&n&&wrapMode&/span& &span class=&p&&=&/span& &span class=&n&&TextureWrapMode&/span&&span class=&p&&.&/span&&span class=&n&&Clamp&/span&&span class=&p&&;&/span&
&span class=&n&&AssetDatabase&/span&&span class=&p&&.&/span&&span class=&n&&ImportAsset&/span&&span class=&p&&(&/span&&span class=&n&&path&/span&&span class=&p&&,&/span& &span class=&n&&ImportAssetOptions&/span&&span class=&p&&.&/span&&span class=&n&&ForceUpdate&/span&&span class=&p&&);&/span&&span class=&c1&&//刷新&/span&
&span class=&n&&setContolTex&/span&&span class=&p&&(&/span&&span class=&n&&path&/span&&span class=&p&&);&/span&&span class=&c1&&//设置Contol贴图&/span&
&span class=&p&&}&/span&
&span class=&c1&&//设置Contol贴图&/span&
&span class=&k&&void&/span& &span class=&nf&&setContolTex&/span&&span class=&p&&(&/span&&span class=&kt&&string&/span& &span class=&n&&peth&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&Texture2D&/span& &span class=&n&&ControlTex&/span& &span class=&p&&=&/span& &span class=&p&&(&/span&&span class=&n&&Texture2D&/span&&span class=&p&&)&/span&&span class=&n&&AssetDatabase&/span&&span class=&p&&.&/span&&span class=&n&&LoadAssetAtPath&/span&&span class=&p&&(&/span&&span class=&n&&peth&/span&&span class=&p&&,&/span& &span class=&k&&typeof&/span&&span class=&p&&(&/span&&span class=&n&&Texture2D&/span&&span class=&p&&));&/span&
&span class=&n&&Selection&/span&&span class=&p&&.&/span&&span class=&n&&activeTransform&/span&&span class=&p&&.&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&MeshRenderer&/span&&span class=&p&&&().&/span&&span class=&n&&sharedMaterial&/span&&span class=&p&&.&/span&&span class=&n&&SetTexture&/span&&span class=&p&&(&/span&&span class=&s&&&_Control&&/span&&span class=&p&&,&/span& &span class=&n&&ControlTex&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p&面板上显示如下: &br&&/p&&p&&figure&&img src=&https://pic2.zhimg.com/v2-8969d22baeda21fed1231_b.png& data-rawwidth=&375& data-rawheight=&93& class=&content_image& width=&375&&&/figure&点击“创建Control贴图”的按钮,会自动在Assets/MeshPaint/Controler/目录下创建一张512*512的Control贴图,并设为当前材质的的Control贴图。&/p&&br&&h2&功能面板的实现&/h2&&p&我们先看一些面板上需要显示些什么 &/p&&ul&&li&一个编辑模式的开关&/li&&li&一个控制笔刷大小的滑条&/li&&li&一个控制笔刷强度的滑条&/li&&li&用于选择绘制的通道的区域&/li&&li&用于选择笔刷性状的区域&/li&&/ul&&br&&p&编辑模式的开关我使用的button样式的toogle,这样可以制作出类似按钮的开关,点击会按下并保持,再次点击会抬起。&/p&&p&开关的图标使用了系统内置的EditCollider图标,关于如何使用unity内置的图标可以参考雨松大大的这篇文章:&a href=&http://link.zhihu.com/?target=http%3A//www.xuanyusong.com/archives/3777& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity3D研究院之系统内置系统图标大整理&/a&&/p&&p&而笔刷的大小和强度是两个简单的Slider,代码如下:&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&kt&&bool&/span& &span class=&n&&isPaint&/span&&span class=&p&&;&/span&
&span class=&kt&&float&/span& &span class=&n&&brushSize&/span& &span class=&p&&=&/span& &span class=&m&&16f&/span&&span class=&p&&;&/span&
&span class=&kt&&float&/span& &span class=&n&&brushStronger&/span& &span class=&p&&=&/span& &span class=&m&&0.5f&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&k&&override&/span& &span class=&k&&void&/span& &span class=&nf&&OnInspectorGUI&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&Cheak&/span&&span class=&p&&())&/span&
&span class=&p&&{&/span&
&span class=&n&&GUIStyle&/span& &span class=&n&&boolBtnOn&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&GUIStyle&/span&&span class=&p&&(&/span&&span class=&n&&GUI&/span&&span class=&p&&.&/span&&span class=&n&&skin&/span&&span class=&p&&.&/span&&span class=&n&&GetStyle&/span&&span class=&p&&(&/span&&span class=&s&&&Button&&/span&&span class=&p&&));&/span&&span class=&c1&&//得到Button样式&/span&
&span class=&n&&isPaint&/span& &span class=&p&&=&/span& &span class=&n&&GUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Toggle&/span&&span class=&p&&(&/span&&span class=&n&&isPaint&/span&&span class=&p&&,&/span& &span class=&n&&EditorGUIUtility&/span&&span class=&p&&.&/span&&span class=&n&&IconContent&/span&&span class=&p&&(&/span&&span class=&s&&&EditCollider&&/span&&span class=&p&&),&/span& &span class=&n&&boolBtnOn&/span&&span class=&p&&,&/span& &span class=&n&&GUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Width&/span&&span class=&p&&(&/span&&span class=&m&&35&/span&&span class=&p&&),&/span& &span class=&n&&GUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Height&/span&&span class=&p&&(&/span&&span class=&m&&25&/span&&span class=&p&&));&/span&&span class=&c1&&//编辑模式开关&/span&
&span class=&n&&brushSize&/span& &span class=&p&&=&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span&&span class=&p&&)&/span&&span class=&n&&EditorGUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Slider&/span&&span class=&p&&(&/span&&span class=&s&&&Brush Size&&/span&&span class=&p&&,&/span& &span class=&n&&brushSize&/span&&span class=&p&&,&/span& &span class=&m&&1&/span&&span class=&p&&,&/span& &span class=&m&&36&/span&&span class=&p&&);&/span&&span class=&c1&&//笔刷大小&/span&
&span class=&n&&brushStronger&/span& &span class=&p&&=&/span& &span class=&n&&EditorGUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Slider&/span&&span class=&p&&(&/span&&span class=&s&&&Brush Stronger&&/span&&span class=&p&&,&/span& &span class=&n&&brushStronger&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&m&&1f&/span&&span class=&p&&);&/span&&span class=&c1&&//笔刷强度&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&br&&br&&p&Inspector面板显示如下&/p&&figure&&img src=&https://pic4.zhimg.com/v2-ad0b9d7927_b.png& data-rawwidth=&398& data-rawheight=&85& class=&content_image& width=&398&&&/figure&&br&&br&&p&通道选择和笔刷选择使用了GUILayout.SelectionGrid()方法,需要传一个Texture[]进去,先写两个函数得到这两个数组&br&&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&
&span class=&c1&&//获取材质球中的贴图&/span&
&span class=&k&&void&/span& &span class=&nf&&layerTex&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&n&&Transform&/span& &span class=&n&&Select&/span& &span class=&p&&=&/span& &span class=&n&&Selection&/span&&span class=&p&&.&/span&&span class=&n&&activeTransform&/span&&span class=&p&&;&/span&
&span class=&n&&texLayer&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Texture&/span&&span class=&p&&[&/span&&span class=&m&&4&/span&&span class=&p&&];&/span&
&span class=&n&&texLayer&/span&&span class=&p&&[&/span&&span class=&m&&0&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&n&&AssetPreview&/span&&span class=&p&&.&/span&&span class=&n&&GetAssetPreview&/span&&span class=&p&&(&/span&&span class=&n&&Select&/span&&span class=&p&&.&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&MeshRenderer&/span&&span class=&p&&&().&/span&&span class=&n&&sharedMaterial&/span&&span class=&p&&.&/span&&span class=&n&&GetTexture&/span&&span class=&p&&(&/span&&span class=&s&&&_Splat0&&/span&&span class=&p&&))&/span& &span class=&k&&as&/span& &span class=&n&&Texture&/span&&span class=&p&&;&/span&
&span class=&n&&texLayer&/span&&span class=&p&&[&/span&&span class=&m&&1&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&n&&AssetPreview&/span&&span class=&p&&.&/span&&span class=&n&&GetAssetPreview&/span&&span class=&p&&(&/span&&span class=&n&&Select&/span&&span class=&p&&.&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&MeshRenderer&/span&&span class=&p&&&().&/span&&span class=&n&&sharedMaterial&/span&&span class=&p&&.&/span&&span class=&n&&GetTexture&/span&&span class=&p&&(&/span&&span class=&s&&&_Splat1&&/span&&span class=&p&&))&/span& &span class=&k&&as&/span& &span class=&n&&Texture&/span&&span class=&p&&;&/span&
&span class=&n&&texLayer&/span&&span class=&p&&[&/span&&span class=&m&&2&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&n&&AssetPreview&/span&&span class=&p&&.&/span&&span class=&n&&GetAssetPreview&/span&&span class=&p&&(&/span&&span class=&n&&Select&/span&&span class=&p&&.&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&MeshRenderer&/span&&span class=&p&&&().&/span&&span class=&n&&sharedMaterial&/span&&span class=&p&&.&/span&&span class=&n&&GetTexture&/span&&span class=&p&&(&/span&&span class=&s&&&_Splat2&&/span&&span class=&p&&))&/span& &span class=&k&&as&/span& &span class=&n&&Texture&/span&&span class=&p&&;&/span&
&span class=&n&&texLayer&/span&&span class=&p&&[&/span&&span class=&m&&3&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&n&&AssetPreview&/span&&span class=&p&&.&/span&&span class=&n&&GetAssetPreview&/span&&span class=&p&&(&/span&&span class=&n&&Select&/span&&span class=&p&&.&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&MeshRenderer&/span&&span class=&p&&&().&/span&&span class=&n&&sharedMaterial&/span&&span class=&p&&.&/span&&span class=&n&&GetTexture&/span&&span class=&p&&(&/span&&span class=&s&&&_Splat3&&/span&&span class=&p&&))&/span& &span class=&k&&as&/span& &span class=&n&&Texture&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&c1&&//获取笔刷&/span&
&span class=&k&&void&/span& &span class=&nf&&IniBrush&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&kt&&string&/span& &span class=&n&&T4MEditorFolder&/span& &span class=&p&&=&/span& &span class=&s&&&Assets/MeshPaint/Editor/&&/span&&span class=&p&&;&/span&
&span class=&n&&ArrayList&/span& &span class=&n&&BrushList&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&ArrayList&/span&&span class=&p&&();&/span&
&span class=&n&&Texture&/span& &span class=&n&&BrushesTL&/span&&span class=&p&&;&/span&
&span class=&kt&&int&/span& &span class=&n&&BrushNum&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span&
&span class=&c1&&//从Brush0.png这个文件名开始对Assets/MeshPaint/Editor/Brushes文件夹进行搜索,把搜到的图片加入到ArrayList里&/span&
&span class=&k&&do&/span&
&span class=&p&&{&/span&
&span class=&n&&BrushesTL&/span& &span class=&p&&=&/span& &span class=&p&&(&/span&&span class=&n&&Texture&/span&&span class=&p&&)&/span&&span class=&n&&AssetDatabase&/span&&span class=&p&&.&/span&&span class=&n&&LoadAssetAtPath&/span&&span class=&p&&(&/span&&span class=&n&&T4MEditorFolder&/span& &span class=&p&&+&/span& &span class=&s&&&Brushes/Brush&&/span& &span class=&p&&+&/span& &span class=&n&&BrushNum&/span& &span class=&p&&+&/span& &span class=&s&&&.png&&/span&&span class=&p&&,&/span& &span class=&k&&typeof&/span&&span class=&p&&(&/span&&span class=&n&&Texture&/span&&span class=&p&&));&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&BrushesTL&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&BrushList&/span&&span class=&p&&.&/span&&span class=&n&&Add&/span&&span class=&p&&(&/span&&span class=&n&&BrushesTL&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&n&&BrushNum&/span&&span class=&p&&++;&/span&
&span class=&p&&}&/span& &span class=&k&&while&/span& &span class=&p&&(&/span&&span class=&n&&BrushesTL&/span&&span class=&p&&);&/span&
&span class=&n&&brushTex&/span& &span class=&p&&=&/span& &span class=&n&&BrushList&/span&&span class=&p&&.&/span&&span class=&n&&ToArray&/span&&span class=&p&&(&/span&&span class=&k&&typeof&/span&&span class=&p&&(&/span&&span class=&n&&Texture&/span&&span class=&p&&))&/span& &span class=&k&&as&/span& &span class=&n&&Texture&/span&&span class=&p&&[];&/span&&span class=&c1&&//把ArrayList转为Texture[]&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&br&&p&通道选择直接获取shader的4个layer上的贴图,笔刷选择部分则检测到Assets/MeshPaint/Editor/Brushes/这个文件夹下面所有Brush+数字命名的png文件,获取这些文件组成一个Texture[];最后显示在Inspector面板上&br&&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span& &span class=&k&&public&/span& &span class=&k&&override&/span& &span class=&k&&void&/span& &span class=&nf&&OnInspectorGUI&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&n&&GUIStyle&/span& &span class=&n&&boolBtnOn&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&GUIStyle&/span&&span class=&p&&(&/span&&span class=&n&&GUI&/span&&span class=&p&&.&/span&&span class=&n&&skin&/span&&span class=&p&&.&/span&&span class=&n&&GetStyle&/span&&span class=&p&&(&/span&&span class=&s&&&Button&&/span&&span class=&p&&));&/span&&span class=&c1&&//得到Button样式&/span&
&span class=&n&&isPaint&/span& &span class=&p&&=&/span& &span class=&n&&GUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Toggle&/span&&span class=&p&&(&/span&&span class=&n&&isPaint&/span&&span class=&p&&,&/span& &span class=&n&&EditorGUIUtility&/span&&span class=&p&&.&/span&&span class=&n&&IconContent&/span&&span class=&p&&(&/span&&span class=&s&&&EditCollider&&/span&&span class=&p&&),&/span& &span class=&n&&boolBtnOn&/span&&span class=&p&&,&/span& &span class=&n&&GUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Width&/span&&span class=&p&&(&/span&&span class=&m&&35&/span&&span class=&p&&),&/span& &span class=&n&&GUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Height&/span&&span class=&p&&(&/span&&span class=&m&&25&/span&&span class=&p&&));&/span&&span class=&c1&&//编辑模式开关&/span&
&span class=&n&&brushSize&/span& &span class=&p&&=&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span&&span class=&p&&)&/span&&span class=&n&&EditorGUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Slider&/span&&span class=&p&&(&/span&&span class=&s&&&Brush Size&&/span&&span class=&p&&,&/span& &span class=&n&&brushSize&/span&&span class=&p&&,&/span& &span class=&m&&1&/span&&span class=&p&&,&/span& &span class=&m&&36&/span&&span class=&p&&);&/span&&span class=&c1&&//笔刷大小&/span&
&span class=&n&&brushStronger&/span& &span class=&p&&=&/span& &span class=&n&&EditorGUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Slider&/span&&span class=&p&&(&/span&&span class=&s&&&Brush Stronger&&/span&&span class=&p&&,&/span& &span class=&n&&brushStronger&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&m&&1f&/span&&span class=&p&&);&/span&&span class=&c1&&//笔刷强度&/span&
&span class=&n&&layerTex&/span&&span class=&p&&();&/span&&span class=&c1&&//获取贴图&/span&
&span class=&n&&IniBrush&/span&&span class=&p&&();&/span&&span class=&c1&&//获取笔刷&/span&
&span class=&n&&selTex&/span& &span class=&p&&=&/span& &span class=&n&&GUILayout&/span&&span class=&p&&.&/span&&span class=&n&&SelectionGrid&/span&&span class=&p&&(&/span&&span class=&n&&selTex&/span&&span class=&p&&,&/span& &span class=&n&&texLayer&/span&&span class=&p&&,&/span& &span class=&m&&4&/span&&span class=&p&&,&/span& &span class=&s&&&gridlist&&/span&&span class=&p&&,&/span& &span class=&n&&GUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Width&/span&&span class=&p&&(&/span&&span class=&m&&340&/span&&span class=&p&&),&/span& &span class=&n&&GUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Height&/span&&span class=&p&&(&/span&&span class=&m&&86&/span&&span class=&p&&));&/span&&span class=&c1&&//通道选择&/span&
&span class=&n&&selBrush&/span& &span class=&p&&=&/span& &span class=&n&&GUILayout&/span&&span class=&p&&.&/span&&span class=&n&&SelectionGrid&/span&&span class=&p&&(&/span&&span class=&n&&selBrush&/span&&span class=&p&&,&/span& &span class=&n&&brushTex&/span&&span class=&p&&,&/span& &span class=&m&&9&/span&&span class=&p&&,&/span& &span class=&s&&&gridlist&&/span&&span class=&p&&,&/span& &span class=&n&&GUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Width&/span&&span class=&p&&(&/span&&span class=&m&&340&/span&&span class=&p&&),&/span& &span class=&n&&GUILayout&/span&&span class=&p&&.&/span&&span class=&n&&Height&/span&&span class=&p&&(&/span&&span class=&m&&70&/span&&span class=&p&&));&/span&&span class=&c1&&//笔刷选择&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p&最后整理下布局&br&&/p&&div class=&highlight&&&pre&&code class=&language-text&&&span&&/span&
public override void OnInspectorGUI()
if (Cheak())
GUIStyle boolBtnOn = new GUIStyle(GUI.skin.GetStyle(&Button&));
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
isPaint = GUILayout.Toggle(isPaint, EditorGUIUtility.IconContent(&EditCollider&), boolBtnOn, GUILayout.Width(35), GUILayout.Height(25));
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
brushSize = (int)EditorGUILayout.Slider(&Brush Size&, brushSize, 1, 36);
brushStronger = EditorGUILayout.Slider(&Brush Stronger&, brushStronger, 0, 1f);
IniBrush();
layerTex();
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUILayout.BeginHorizontal(&box&, GUILayout.Width(340));
selTex = GUILayout.SelectionGrid(selTex, texLayer, 4, &gridlist&, GUILayout.Width(340), GUILayout.Height(86));
GUILayout.EndHorizontal();
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUILayout.BeginHorizontal(&box&, GUILayout.Width(318));
selBrush = GUILayout.SelectionGrid(selBrush, brushTex, 9, &gridlist&, GUILayout.Width(340), GUILayout.Height(70));
GUILayout.EndHorizontal();
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
&/code&&/pre&&/div&&p&此时面板如下图: &figure&&img src=&https://pic3.zhimg.com/v2-ade42d384165e_b.png& data-rawwidth=&374& data-rawheight=&283& class=&content_image& width=&374&&&/figure&&/p&&br&&h2&绘制功能&/h2&&p&在模型上绘画的原理其实很简单,从鼠标位置发射一条射线,碰到模型后返回当前碰撞点的贴图坐标,再计算笔刷大小得到一个区域的像素,用一个颜色覆盖掉原来的像素颜色即可。&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&k&&void&/span& &span class=&nf&&Painter&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&n&&Transform&/span& &span class=&n&&CurrentSelect&/span& &span class=&p&&=&/span& &span class=&n&&Selection&/span&&span class=&p&&.&/span&&span class=&n&&activeTransform&/span&&span class=&p&&;&/span&
&span class=&n&&MeshFilter&/span& &span class=&n&&temp&/span& &span class=&p&&=&/span& &span class=&n&&CurrentSelect&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&MeshFilter&/span&&span class=&p&&&();&/span&&span class=&c1&&//获取当前模型的MeshFilter&/span&
&span class=&kt&&float&/span& &span class=&n&&orthographicSize&/span& &span class=&p&&=&/span& &span class=&p&&(&/span&&span class=&n&&brushSize&/span& &span class=&p&&*&/span& &span class=&n&&CurrentSelect&/span&&span class=&p&&.&/span&&span class=&n&&localScale&/span&&span class=&p&&.&/span&&span class=&n&&x&/span&&span class=&p&&)&/span& &span class=&p&&*&/span& &span class=&p&&(&/span&&span class=&n&&temp&/span&&span class=&p&&.&/span&&span class=&n&&sharedMesh&/span&&span class=&p&&.&/span&&span class=&n&&bounds&/span&&span class=&p&&.&/span&&span class=&n&&size&/span&&span class=&p&&.&/span&&span class=&n&&x&/span& &span class=&p&&/&/span& &span class=&m&&200&/span&&span class=&p&&);&/span&&span class=&c1&&//笔刷在模型上的正交大小&/span&
&span class=&n&&MaskTex&/span& &span class=&p&&=&/span& &span class=&p&&(&/span&&span class=&n&&Texture2D&/span&&span class=&p&&)&/span&&span class=&n&&CurrentSelect&/span&&span class=&p&&.&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&MeshRenderer&/span&&span class=&p&&&().&/span&&span class=&n&&sharedMaterial&/span&&span class=&p&&.&/span&&span class=&n&&GetTexture&/span&&span class=&p&&(&/span&&span class=&s&&&_Control&&/span&&span class=&p&&);&/span&&span class=&c1&&//从材质球中获取Control贴图&/span&
&span class=&n&&brushSizeInPourcent&/span& &span class=&p&&=&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span&&span class=&p&&)&/span&&span class=&n&&Mathf&/span&&span class=&p&&.&/span&&span class=&n&&Round&/span&&span class=&p&&((&/span&&span class=&n&&brushSize&/span& &span class=&p&&*&/span& &span class=&n&&MaskTex&/span&&span class=&p&&.&/span&&span class=&n&&width&/span&&span class=&p&&)&/span& &span class=&p&&/&/span& &span class=&m&&100&/span&&span class=&p&&);&/span&&span class=&c1&&//笔刷在模型上的大小&/span&
&span class=&kt&&bool&/span& &span class=&n&&ToggleF&/span& &span class=&p&&=&/span& &span class=&k&&false&/span&&span class=&p&&;&/span&
&span class=&n&&Event&/span& &span class=&n&&e&/span& &span class=&p&&=&/span& &span class=&n&&Event&/span&&span class=&p&&.&/span&&span class=&n&&current&/span&&span class=&p&&;&/span&
&span class=&n&&HandleUtility&/span&&span class=&p&&.&/span&&span class=&n&&AddDefaultControl&/span&&span class=&p&&(&/span&&span class=&m&&0&/span&&span class=&p&&);&/span&
&span class=&n&&RaycastHit&/span& &span class=&n&&raycastHit&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&RaycastHit&/span&&span class=&p&&();&/span&
&span class=&n&&Ray&/span& &span class=&n&&terrain&/span& &span class=&p&&=&/span& &span class=&n&&HandleUtility&/span&&span class=&p&&.&/span&&span class=&n&&GUIPointToWorldRay&/span&&span class=&p&&(&/span&&span class=&n&&e&/span&&span class=&p&&.&/span&&span class=&n&&mousePosition&/span&&span class=&p&&);&/span&&span class=&c1&&//从鼠标位置发射一条射线&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&Physics&/span&&span class=&p&&.&/span&&span class=&n&&Raycast&/span&&span class=&p&&(&/span&&span class=&n&&terrain&/span&&span class=&p&&,&/span& &span class=&k&&out&/span& &span class=&n&&raycastHit&/span&&span class=&p&&,&/span& &span class=&n&&Mathf&/span&&span class=&p&&.&/span&&span class=&n&&Infinity&/span&&span class=&p&&,&/span& &span class=&m&&1&/span& &span class=&p&&&&&/span& &span class=&n&&LayerMask&/span&&span class=&p&&.&/span&&span class=&n&&NameToLayer&/span&&span class=&p&&(&/span&&span class=&s&&&ground&&/span&&span class=&p&&)))&/span&&span class=&c1&&//射线检测名为&ground&的层&/span&
&span class=&p&&{&/span&
&span class=&n&&Handles&/span&&span class=&p&&.&/span&&span class=&n&&color&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Color&/span&&span class=&p&&(&/span&&span class=&m&&1f&/span&&span class=&p&&,&/span& &span class=&m&&1f&/span&&span class=&p&&,&/span& &span class=&m&&0f&/span&&span class=&p&&,&/span& &span class=&m&&1f&/span&&span class=&p&&);&/span&&span class=&c1&&//颜色&/span&
&span class=&n&&Handles&/span&&span class=&p&&.&/span&&span class=&n&&DrawWireDisc&/span&&span class=&p&&(&/span&&span class=&n&&raycastHit&/span&&span class=&p&&.&/span&&span class=&n&&point&/span&&span class=&p&&,&/span& &span class=&n&&raycastHit&/span&&span class=&p&&.&/span&&span class=&n&&normal&/span&&span class=&p&&,&/span& &span class=&n&&orthographicSize&/span&&span class=&p&&);&/span&&span class=&c1&&//根据笔刷大小在鼠标位置显示一个圆&/span&
&span class=&c1&&//鼠标点击或按下并拖动进行绘制&/span&
&span class=&k&&if&/span& &span class=&p&&((&/span&&span class=&n&&e&/span&&span class=&p&&.&/span&&span class=&n&&type&/span& &span class=&p&&==&/span& &span class=&n&&EventType&/span&&span class=&p&&.&/span&&span class=&n&&mouseDrag&/span& &span class=&p&&&&&/span& &span class=&n&&e&/span&&span class=&p&&.&/span&&span class=&n&&alt&/span& &span class=&p&&==&/span& &span class=&k&&false&/span& &span class=&p&&&&&/span& &span class=&n&&e&/span&&span class=&p&&.&/span&&span class=&n&&control&/span& &span class=&p&&==&/span& &span class=&k&&false&/span& &span class=&p&&&&&/span& &span class=&n&&e&/span&&span class=&p&&.&/span&&span class=&n&&shift&/span& &span class=&p&&==&/span& &span class=&k&&false&/span& &span class=&p&&&&&/span& &span class=&n&&e&/span&&span class=&p&&.&/span&&span class=&n&&button&/span& &span class=&p&&==&/span& &span class=&m&&0&/span&&span class=&p&&)&/span& &span class=&p&&||&/span& &span class=&p&&(&/span&&span class=&n&&e&/span&&span class=&p&&.&/span&&span class=&n&&type&/span& &span class=&p&&==&/span& &span class=&n&&EventType&/span&&span class=&p&&.&/span&&span class=&n&&MouseDown&/span& &span class=&p&&&&&/span& &span class=&n&&e&/span&&span class=&p&&.&/span&&span class=&n&&shift&/span& &span class=&p&&==&/span& &span class=&k&&false&/span& &span class=&p&&&&&/span& &span class=&n&&e&/span&&span class=&p&&.&/span&&span class=&n&&alt&/span& &span class=&p&&==&/span& &span class=&k&&false&/span& &span class=&p&&&&&/span& &span class=&n&&e&/span&&span class=&p&&.&/span&&span class=&n&&control&/span& &span class=&p&&==&/span& &span class=&k&&false&/span& &span class=&p&&&&&/span& &span class=&n&&e&/span&&span class=&p&&.&/span&&span class=&n&&button&/span& &span class=&p&&==&/span& &span class=&m&&0&/span& &span class=&p&&&&&/span& &span class=&n&&ToggleF&/span& &span class=&p&&==&/span& &span class=&k&&false&/span&&span class=&p&&))&/span&
&span class=&p&&{&/span&
&span class=&c1&&//选择绘制的通道&/span&
&span class=&n&&Color&/span& &span class=&n&&targetColor&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Color&/span&&span class=&p&&(&/span&&span class=&m&&1f&/span&&span class=&p&&,&/span& &span class=&m&&0f&/span&&span class=&p&&,&/span& &span class=&m&&0f&/span&&span class=&p&&,&/span& &span class=&m&&0f&/span&&span class=&p&&);&/span&
&span class=&k&&switch&/span& &span class=&p&&(&/span&&span class=&n&&selTex&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&k&&case&/span& &span class=&m&&0&/span&&span class=&p&&:&/span&
&span class=&n&&targetColor&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Color&/span&&span class=&p&&(&/span&&span class=&m&&1f&/span&&span class=&p&&,&/span& &span class=&m&&0f&/span&&span class=&p&&,&/span& &span class=&m&&0f&/span&&span class=&p&&,&/span& &span class=&m&&0f&/span&&span class=&p&&);&/span&
&span class=&k&&break&/span&&span class=&p&&;&/span&
&span class=&k&&case&/span& &span class=&m&&1&/span&&span class=&p&&:&/span&
&span class=&n&&targetColor&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Color&/span&&span class=&p&&(&/span&&span class=&m&&0f&/span&&span class=&p&&,&/span& &span class=&m&&1f&/span&&span class=&p&&,&/span& &span class=&m&&0f&/span&&span class=&p&&,&/span& &span class=&m&&0f&/span&&span class=&p&&);&/span&
&span class=&k&&break&/span&&span class=&p&&;&/span&
&span class=&k&&case&/span& &span class=&m&&2&/span&&span class=&p&&:&/span&
&span class=&n&&targetColor&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Color&/span&&span class=&p&&(&/span&&span class=&m&&0f&/span&&span class=&p&&,&/span& &span class=&m&&0f&/span&&span class=&p&&,&/span& &span class=&m&&1f&/span&&span class=&p&&,&/span& &span class=&m&&0f&/span&&span class=&p&&);&/span&
&span class=&k&&break&/span&&span class=&p&&;&/span&
&span class=&k&&case&/span& &span class=&m&&3&/span&&span class=&p&&:&/span&
&span class=&n&&targetColor&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Color&/span&&span class=&p&&(&/span&&span class=&m&&0f&/span&&span class=&p&&,&/span& &span class=&m&&0f&/span&&span class=&p&&,&/span& &span class=&m&&0f&/span&&span class=&p&&,&/span& &span class=&m&&1f&/span&&span class=&p&&);&/span&
&span class=&k&&break&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&n&&Vector2&/span& &span class=&n&&pixelUV&/span& &span class=&p&&=&/span& &span class=&n&&raycastHit&/span&&span class=&p&&.&/span&&span class=&n&&textureCoord&/span&&span class=&p&&;&/span&
&span class=&c1&&//计算笔刷所覆盖的区域&/span&
&span class=&kt&&int&/span& &span class=&n&&PuX&/span& &span class=&p&&=&/span& &span class=&n&&Mathf&/span&&span class=&p&&.&/span&&span class=&n&&FloorToInt&/span&&span class=&p&&(&/span&&span class=&n&&pixelUV&/span&&span class=&p&&.&/span&&span class=&n&&x&/span& &span class=&p&&*&/span& &span class=&n&&MaskTex&/span&&span class=&p&&.&/span&&span class=&n&&width&/span&&span class=&p&&);&/span&
&span class=&kt&&int&/span& &span class=&n&&PuY&/span& &span class=&p&&=&/span& &span class=&n&&Mathf&/span&&span class=&p&&.&/span&&span class=&n&&FloorToInt&/span&&span class=&p&&(&/span&&span class=&n&&pixelUV&/span&&span class=&p&&.&/span&&span class=&n&&y&/span& &span class=&p&&*&/span& &span class=&n&&MaskTex&/span&&span class=&p&&.&/span&&span class=&n&&height&/span&&span class=&p&&);&/span&
&span class=&kt&&int&/span& &span class=&n&&x&/span& &span class=&p&&=&/span& &span class=&n&&Mathf&/span&&span class=&p&&.&/span&&span class=&n&&Clamp&/span&&span class=&p&&(&/span&&span class=&n&&PuX&/span& &span class=&p&&-&/span& &span class=&n&&brushSizeInPourcent&/span& &span class=&p&&/&/span& &span class=&m&&2&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&n&&MaskTex&/span&&span class=&p&&.&/span&&span class=&n&&width&/span& &span class=&p&&-&/span& &span class=&m&&1&/span&&span class=&p&&);&/span&
&span class=&kt&&int&/span& &span class=&n&&y&/span& &span class=&p&&=&/span& &span class=&n&&Mathf&/span&&span class=&p&&.&/span&&span class=&n&&Clamp&/span&&span class=&p&&(&/span&&span class=&n&&PuY&/span& &span class=&p&&-&/span& &span class=&n&&brushSizeInPourcent&/span& &span class=&p&&/&/span& &span class=&m&&2&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&n&&MaskTex&/span&&span class=&p&&.&/span&&span class=&n&&height&/span& &span class=&p&&-&/span& &span class=&m&&1&/span&&span class=&p&&);&/span&
&span class=&kt&&int&/span& &span class=&n&&width&/span& &span class=&p&&=&/span& &span class=&n&&Mathf&/span&&span class=&p&&.&/span&&span class=&n&&Clamp&/span&&span class=&p&&((&/span&&span class=&n&&PuX&/span& &span class=&p&&+&/span& &span class=&n&&brushSizeInPourcent&/span& &span class=&p&&/&/span& &span class=&m&&2&/span&&span class=&p&&),&/span& &span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&n&&MaskTex&/span&&span class=&p&&.&/span&&span class=&n&&width&/span&&span class=&p&&)&/span& &span class=&p&&-&/span& &span class=&n&&x&/span&&span class=&p&&;&/span&
&span class=&kt&&int&/span& &span class=&n&&height&/span& &span class=&p&&=&/span& &span class=&n&&Mathf&/span&&span class=&p&&.&/span&&span class=&n&&Clamp&/span&&span class=&p&&((&/span&&span class=&n&&PuY&/span& &span class=&p&&+&/span& &span class=&n&&brushSizeInPourcent&/span& &span class=&p&&/&/span& &span class=&m&&2&/span&&span class=&p&&),&/span& &span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&n&&MaskTex&/span&&span class=&p&&.&/span&&span class=&n&&height&/span&&span class=&p&&)&/span& &span class=&p&&-&/span& &span class=&n&&y&/span&&span class=&p&&;&/span&
&span class=&n&&Color&/span&&span class=&p&&[]&/span& &span class=&n&&terrainBay&/span& &span class=&p&&=&/span& &span class=&n&&MaskTex&/span&&span class=&p&&.&/span&&span class=&n&&GetPixels&/span&&span class=&p&&(&/span&&span class=&n&&x&/span&&span class=&p&&,&/span& &span class=&n&&y&/span&&span class=&p&&,&/span& &span class=&n&&width&/span&&span class=&p&&,&/span& &span class=&n&&height&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&);&/span&&span class=&c1&&//获取Control贴图被笔刷所覆盖的区域的颜色&/span&
&span class=&n&&Texture2D&/span& &span class=&n&&TBrush&/span& &span class=&p&&=&/span& &span class=&n&&brushTex&/span&&span class=&p&&[&/span&&span class=&n&&selBrush&/span&&span class=&p&&]&/span& &span class=&k&&as&/span& &span class=&n&&Texture2D&/span&&span class=&p&&;&/span&&span class=&c1&&//获取笔刷性状贴图&/span&
&span class=&kt&&float&/span&&span class=&p&&[]&/span& &span class=&n&&brushAlpha&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&kt&&float&/span&&span class=&p&&[&/span&&span class=&n&&brushSizeInPourcent&/span& &span class=&p&&*&/span& &span class=&n&&brushSizeInPourcent&/span&&span class=&p&&];&/span&&span class=&c1&&//笔刷透明度&/span&
&span class=&c1&&//根据笔刷贴图计算笔刷的透明度&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&i&/span& &span class=&p&&&&/span& &span class=&n&&brushSizeInPourcent&/span&&span class=&p&&;&/span& &span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&j&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&j&/span& &span class=&p&&&&/span& &span class=&n&&brushSizeInPourcent&/span&&span class=&p&&;&/span& &span class=&n&&j&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&n&&brushAlpha&/span&&span class=&p&&[&/span&&span class=&n&&j&/span& &span class=&p&&*&/span& &span class=&n&&brushSizeInPourcent&/span& &span class=&p&&+&/span& &span class=&n&&i&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&n&&TBrush&/span&&span class=&p&&.&/span&&span class=&n&&GetPixelBilinear&/span&&span class=&p&&(((&/span&&span class=&kt&&float&/span&&span class=&p&&)&/span&&span class=&n&&i&/span&&span class=&p&&)&/span& &span class=&p&&/&/span& &span class=&n&&brushSizeInPourcent&/span&&span class=&p&&,&/span& &span class=&p&&((&/span&&span class=&kt&&float&/span&&span class=&p&&)&/span&&span class=&n&&j&/span&&span class=&p&&)&/span& &span class=&p&&/&/span& &span class=&n&&brushSizeInPourcent&/span&&span class=&p&&).&/span&&span class=&n&&a&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&c1&&//计算绘制后的颜色&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&i&/span& &span class=&p&&&&/span& &span class=&n&&height&/span&&span class=&p&&;&/span& &span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&j&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&j&/span& &span class=&p&&&&/span& &span class=&n&&width&/span&&span class=&p&&;&/span& &span class=&n&&j&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&kt&&int&/span& &span class=&n&&index&/span& &span class=&p&&=&/span& &span class=&p&&(&/span&&span class=&n&&i&/span& &span class=&p&&*&/span& &span class=&n&&width&/span&&span class=&p&&)&/span& &span class=&p&&+&/span& &span class=&n&&j&/span&&span class=&p&&;&/span&
&span class=&kt&&float&/span& &span class=&n&&Stronger&/span& &span class=&p&&=&/span& &span class=&n&&brushAlpha&/span&&span class=&p&&[&/span&&span class=&n&&Mathf&/span&&span class=&p&&.&/span&&span class=&n&&Clamp&/span&&span class=&p&&((&/span&&span class=&n&&y&/span& &span class=&p&&+&/span& &span class=&n&&i&/span&&span class=&p&&)&/span& &span class=&p&&-&/span& &span class=&p&&(&/span&&span class=&n&&PuY&/span& &span class=&p&&-&/span& &span class=&n&&brushSizeInPourcent&/span& &span class=&p&&/&/span& &span class=&m&&2&/span&&span class=&p&&),&/span& &span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&n&&brushSizeInPourcent&/span& &span class=&p&&-&/span& &span class=&m&&1&/span&&span class=&p&&)&/span& &span class=&p&&*&/span& &span class=&n&&brushSizeInPourcent&/span& &span class=&p&&+&/span& &span class=&n&&Mathf&/span&&span class=&p&&.&/span&&span class=&n&&Clamp&/span&&span class=&p&&((&/span&&span class=&n&&x&/span& &span class=&p&&+&/span& &span class=&n&&j&/span&&span class=&p&&)&/span& &span class=&p&&-&/span& &span class=&p&&(&/span&&span class=&n&&PuX&/span& &span class=&p&&-&/span& &span class=&n&&brushSizeInPourcent&/span& &span class=&p&&/&/span& &span class=&m&&2&/span&&span class=&p&&),&/span& &span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&n&&brushSizeInPourcent&/span& &span class=&p&&-&/span& &span class=&m&&1&/span&&span class=&p&&)]&/span& &span class=&p&&*&/span& &span class=&n&&brushStronger&/span&&span class=&p&&;&/span&
&span class=&n&&terrainBay&/span&&span class=&p&&[&/span&&span class=&n&&index&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&n&&Color&/span&&span class=&p&&.&/span&&span class=&n&&Lerp&/span&&span class=&p&&(&/span&&span class=&n&&terrainBay&/span&&span class=&p&&[&/span&&span class=&n&&index&/span&&span class=&p&&],&/span& &span class=&n&&targetColor&/span&&span class=&p&&,&/span& &span class=&n&&Stronger&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&n&&Undo&/span&&span class=&p&&.&/span&&span class=&n&&RegisterCompleteObjectUndo&/span&&span class=&p&&(&/span&&span class=&n&&MaskTex&/span&&span class=&p&&,&/span& &span class=&s&&&meshPaint&&/span&&span class=&p&&);&/span&&span class=&c1&&//保存历史记录以便撤销&/span&
&span class=&n&&MaskTex&/span&&span class=&p&&.&/span&&span class=&n&&SetPixels&/span&&span class=&p&&(&/span&&span class=&n&&x&/span&&span class=&p&&,&/span& &span class=&n&&y&/span&&span class=&p&&,&/span& &span class=&n&&width&/span&&span class=&p&&,&/span& &span class=&n&&height&/span&&span class=&p&&,&/span& &span class=&n&&terrainBay&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&);&/span&&span class=&c1&&//把绘制后的Control贴图保存起来&/span&
&span class=&n&&MaskTex&/span&&span class=&p&&.&/span&&span class=&n&&Apply&/span&&span class=&p&&();&/span&
&span class=&n&&ToggleF&/span& &span class=&p&&=&/span& &span class=&k&&true&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&k&&else&/span& &span class=&nf&&if&/span& &span class=&p&&(&/span&&span class=&n&&e&/span&&span class=&p&&.&/span&&span class=&n&&type&/span& &span class=&p&&==&/span& &span class=&n&&EventType&/span&&span class=&p&&.&/span&&span class=&n&&mouseUp&/span& &span class=&p&&&&&/span& &span class=&n&&e&/span&&span class=&p&&.&/span&&span class=&n&&alt&/span& &span class=&p&&==&/span& &span class=&k&&false&/span& &span class=&p&&&&&/span& &span class=&n&&e&/span&&span class=&p&&.&/span&&span class=&n&&button&/span& &span class=&p&&==&/span& &span class=&m&&0&/span& &span class=&p&&&&&/span& &span class=&n&&ToggleF&/span& &span class=&p&&==&/span& &span class=&k&&true&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&SaveTexture&/span&&span class=&p&&();&/span&&span class=&c1&&//绘制结束保存Control贴图&/span&
&span class=&n&&ToggleF&/span& &span class=&p&&=&/span& &span class=&k&&false&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&k&&public&/span& &span class=&k&&void&/span& &span class=&nf&&SaveTexture&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&kt&&var&/span& &span class=&n&&path&/span& &span class=&p&&=&/span& &span class=&n&&AssetDatabase&/span&&span class=&p&&.&/span&&span class=&n&&GetAssetPath&/span&&span class=&p&&(&/span&&span class=&n&&MaskTex&/span&&span class=&p&&);&/span&
&span class=&kt&&var&/span& &span class=&n&&bytes&/span& &span class=&p&&=&/span& &span class=&n&&MaskTex&/span&&span class=&p&&.&/span&&span class=&n&&EncodeToPNG&/span&&span class=&p&&();&/span&
&span class=&n&&File&/span&&span class=&p&&.&/span&&span class=&n&&WriteAllBytes&/span&&span class=&p&&(&/span&&span class=&n&&path&/span&&span class=&p&&,&/span& &span class=&n&&bytes&/span&&span class=&p&&);&/span&
&span class=&n&&AssetDatabase&/span&&span class=&p&&.&/span&&span class=&n&&ImportAsset&/span&&span class=&p&&(&/span&&span class=&n&&path&/span&&span class=&p&&,&/span& &span class=&n&&ImportAssetOptions&/span&&span class=&p&&.&/span&&span class=&n&&ForceUpdate&/span&&span class=&p&&);&/span&&span class=&c1&&//刷新&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&br&&h2&完整代码&/h2&&div class=&highlight&&&pre&&code class=&language-text&&&span&&/span&using UnityE
using UnityE
using System.IO;
using System.C
[CustomEditor(typeof(MeshPainter))]
[CanEditMultipleObjects]
public class MeshPainterStyle : Editor
string contolTexName = &&;
float brushSize = 16f;
float brushStronger = 0.5f;
Texture[] brushT
Texture[] texL
int selBrush = 0;
int selTex = 0;
int brushSizeInP
Texture2D MaskT
void OnSceneGUI()
if (isPaint)
Painter();
public override void OnInspectorGUI()
if (Cheak())
GUIStyle boolBtnOn = new GUIStyle(GUI.skin.GetStyle(&Button&));//得到Button样式
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
isPaint = GUILayout.Toggle(isPaint, EditorGUIUtility.IconContent(&EditCollider&), boolBtnOn, GUILayout.Width(35), GUILayout.Height(25));//编辑模式开关
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
brushSize = (int)EditorGUILayout.Slider(&Brush Size&, brushSize, 1, 36);//笔刷大小
brushStronger = EditorGUILayout.Slider(&Brush Stronger&, brushStronger, 0, 1f);//笔刷强度
IniBrush();
layerTex();
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUILayout.BeginHorizontal(&box&, GUILayout.Width(340));
selTex = GUILayout.SelectionGrid(selTex, texLayer, 4, &gridlist&, GUILayout.Width(340), GUILayout.Height(86));
GUILayout.EndHorizontal();
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUILayout.BeginHorizontal(&box&, GUILayout.Width(318));
selBrush = GUILayout.SelectionGrid(selBrush, brushTex, 9, &gridlist&, GUILayout.Width(340), GUILayout.Height(70));
GUILayout.EndHorizontal();
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
//获取材质球中的贴图
void layerTex()
Transform Select = Selection.activeT
texLayer = new Texture[4];
texLayer[0] = AssetPreview.GetAssetPreview(Select.gameObject.GetComponent&MeshRenderer&().sharedMaterial.GetTexture(&_Splat0&)) as T
texLayer[1] = AssetPreview.GetAssetPreview(Select.gameObject.GetComponent&MeshRenderer&().sharedMaterial.GetTexture(&_Splat1&)) as T
texLayer[2] = AssetPreview.GetAssetPreview(Select.gameObject.GetComponent&MeshRenderer&().sharedMaterial.GetTexture(&_Splat2&)) as T
texLayer[3] = AssetPreview.GetAssetPreview(Select.gameObject.GetComponent&MeshRenderer&().sharedMaterial.GetTexture(&_Splat3&)) as T
//获取笔刷
void IniBrush()
string MeshPaintEditorFolder = &Assets/MeshPaint/Editor/&;
ArrayList BrushList = new ArrayList();
Texture BrushesTL;
int BrushNum = 0;
BrushesTL = (Texture)AssetDatabase.LoadAssetAtPath(MeshPaintEditorFolder + &Brushes/Brush& + BrushNum + &.png&, typeof(Texture));
if (BrushesTL)
BrushList.Add(BrushesTL);
BrushNum++;
} while (BrushesTL);
brushTex = BrushList.ToArray(typeof(Texture)) as Texture[];
bool Cheak()
bool Cheak =
Transform Select = Selection.activeT
Texture ControlTex = Select.gameObject.GetComponent&MeshRenderer&().sharedMaterial.GetTexture(&_Control&);
if(Select.gameObject.GetComponent&MeshRenderer&().sharedMaterial.shader == Shader.Find(&Mya/texBlend/mya_4tex_blend_diffuce&) || Select.gameObject.GetComponent&MeshRenderer&().sharedMaterial.shader == Shader.Find(&Mya/texBlend/mya_4tex_blend_normal&))
if(ControlTex == null)
EditorGUILayout.HelpBox(&当前模型材质球中未找到Control贴图,绘制功能不可用!&, MessageType.Error);
if (GUILayout.Button(&创建Control贴图&))
creatContolTex();
//Select.gameObject.GetComponent&MeshRenderer&().sharedMaterial.SetTexture(&_Control&, creatContolTex());
EditorGUILayout.HelpBox(&当前模型shader错误!请更换!&, MessageType.Error);
//创建Contol贴图
void creatContolTex()
//创建一个新的Contol贴图
string ContolTexFolder = &Assets/MeshPaint/Controler/&;
Texture2D newMaskTex = new Texture2D(512, 512, TextureFormat.ARGB32, true);
Color[] colorBase = new Color[512 * 512];
for(int t = 0; t& colorBase.L t++)
colorBase[t] = new Color(1, 0, 0, 0);
newMaskTex.SetPixels(colorBase);
//判断是否重名
bool exporNameSuccess =
for(int num = 1; exporNameS num++)
string Next = Selection.activeTransform.name +&_&+
if (!File.Exists(ContolTexFolder + Selection.activeTransform.name + &.png&))
contolTexName = Selection.activeTransform.
exporNameSuccess =
else if (!File.Exists(ContolTexFolder + Next + &.png&))
contolTexName = N
exporNameSuccess =
string path = ContolTexFolder + contolTexName + &.png&;
byte[] bytes = newMaskTex.EncodeToPNG();
File.WriteAllBytes(path, bytes);//保存
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);//导入资源
//Contol贴图的导入设置
TextureImporter textureIm = AssetImporter.GetAtPath(path) as TextureI
textureIm.textureFormat = TextureImporterFormat.ARGB32;
textureIm.isReadable =
textureIm.anisoLevel = 9;
textureIm.mipmapEnabled =
textureIm.wrapMode = TextureWrapMode.C
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);//刷新
setContolTex(path);//设置Contol贴图
//设置Contol贴图
void setContolTex(string peth)
Texture2D ControlTex = (Texture2D)AssetDatabase.LoadAssetAtPath(peth, typeof(Texture2D));
Selection.activeTransform.gameObject.GetComponent&MeshRenderer&().sharedMaterial.SetTexture(&_Control&, ControlTex);
void Painter()
Transform CurrentSelect = Selection.activeT
MeshFilter temp = CurrentSelect.GetComponent&MeshFilter&();//获取当前模型的MeshFilter
float orthographicSize = (brushSize * CurrentSelect.localScale.x) * (temp.sharedMesh.bounds.size.x / 200);//笔刷在模型上的正交大小
MaskTex = (Texture2D)CurrentSelect.gameObject.GetComponent&MeshRenderer&().sharedMaterial.GetTexture(&_Control&);//从材质球中获取Control贴图
brushSizeInPourcent = (int)Mathf.Round((brushSize * MaskTex.width) / 100);//笔刷在模型上的大小
bool ToggleF =
Event e = Event.//检测输入
HandleUtility.AddDefaultControl(0);
RaycastHit raycastHit = new RaycastHit();
Ray terrain = HandleUtility.GUIPointToWorldRay(e.mousePosition);//从鼠标位置发射一条射线
if (Physics.Raycast(terrain, out raycastHit, Mathf.Infinity, 1 && LayerMask.NameToLayer(&ground&)))//射线检测名为&ground&的层
Handles.color = new Color(1f, 1f, 0f, 1f);//颜色
Handles.DrawWireDisc(raycastHit.point, raycastHit.normal, orthographicSize);//根据笔刷大小在鼠标位置显示一个圆
//鼠标点击或按下并拖动进行绘制
if ((e.type == EventType.mouseDrag && e.alt == false && e.control == false && e.shift == false && e.button == 0) || (e.type == EventType.MouseDown && e.shift == false && e.alt == false && e.control == false && e.button == 0 && ToggleF == false))
//选择绘制的通道
Color targetColor = new Color(1f, 0f, 0f, 0f);
switch (selTex)
targetColor = new Color(1f, 0f, 0f, 0f);
targetColor = new Color(0f, 1f, 0f, 0f);
targetColor = new Color(0f, 0f, 1f, 0f);
targetColor = new Color(0f, 0f, 0f, 1f);
Vector2 pixelUV = raycastHit.textureC
//计算笔刷所覆盖的区域
int PuX = Mathf.FloorToInt(pixelUV.x * MaskTex.width);
int PuY = Mathf.FloorToInt(pixelUV.y * MaskTex.height);
int x = Mathf.Clamp(PuX - brushSizeInPourcent / 2, 0, MaskTex.width - 1);
int y = Mathf.Clamp(PuY - brushSizeInPourcent / 2, 0, MaskTex.height - 1);
int width = Mathf.Clamp((PuX + brushSizeInPourcent / 2), 0, MaskTex.width) -
int height = Mathf.Clamp((PuY + brushSizeInPourcent / 2), 0, MaskTex.height) -
Color[] terrainBay = MaskTex.GetPixels(x, y, width, height, 0);//获取Control贴图被笔刷所覆盖的区域的颜色
Texture2D TBrush = brushTex[selBrush] as Texture2D;//获取笔刷性状贴图
float[] brushAlpha = new float[brushSizeInPourcent * brushSizeInPourcent];//笔刷透明度
//根据笔刷贴图计算笔刷的透明度
for (int i = 0; i & brushSizeInP i++)
for (int j = 0; j & brushSizeInP j++)
brushAlpha[j * brushSizeInPourcent + i] = TBrush.GetPixelBilinear(((float)i) / brushSizeInPourcent, ((float)j) / brushSizeInPourcent).a;
//计算绘制后的颜色
for (int i = 0; i & i++)
for (int j = 0; j & j++)
int index = (i * width) +
float Stronger = brushAlpha[Mathf.Clamp((y + i) - (PuY - brushSizeInPourcent / 2), 0, brushSizeInPourcent - 1) * brushSizeInPourcent + Mathf.Clamp((x + j) - (PuX - brushSizeInPourcent / 2), 0, brushSizeInPourcent - 1)] * brushS
terrainBay[index] = Color.Lerp(terrainBay[index], targetColor, Stronger);
Undo.RegisterCompleteObjectUndo(MaskTex, &meshPaint&);//保存历史记录以便撤销
MaskTex.SetPixels(x, y, width, height, terrainBay, 0);//把绘制后的Control贴图保存起来
MaskTex.Apply();
else if (e.type == EventType.mouseUp && e.alt == false && e.button == 0 && ToggleF == true)
SaveTexture();//绘制结束保存Control贴图
public void SaveTexture()
var path = AssetDatabase.GetAssetPath(MaskTex);
var bytes = MaskTex.EncodeToPNG();
File.WriteAllBytes(path, bytes);
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);//刷新
&/code&&/pre&&/div&&br&&p&到场景里面尝试绘制一下 &br&&/p&&figure&&img src=&https://pic4.zhimg.com/v2-bfbe91d24b120d4e9e18addd3f839d08_b.jpg& data-rawwidth=&350& data-rawheight=&285& data-thumbnail=&https://pic1.zhimg.com/v2-bfbe91d24b120d4e9e18addd3f839d08_b.jpg& class=&content_image& width=&350&&&/figure&&p&(动图请点击&a href=&http://link.zhihu.com/?target=https%3A//pic1.zhimg.com/v2-bfbe91d24b120d4e9e18addd3f839d08_b.gif& class=& external& target=&_blank& rel=&nofollow noreferrer&&&span class=&invisible&&https://&/span&&span class=&visible&&pic1.zhimg.com/v2-bfbe9&/span&&span class=&invisible&&1d24b120d4e9e18addd3f839d08_b.gif&/span&&span class=&ellipsis&&&/span&&/a&)&br&&br&&br&&/p&&h2&源文件下载&/h2&&p&&a href=

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