Home Game Development unity – Specify the scale of the factors when constructing a mesh primarily based on some extent cloud

unity – Specify the scale of the factors when constructing a mesh primarily based on some extent cloud

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unity – Specify the scale of the factors when constructing a mesh primarily based on some extent cloud

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I create a mesh in Unity3D primarily based on some extent cloud on this means:

// The customary sequence for making a mesh
Mesh mesh = new Mesh();
Vector3[] factors = new Vector3[numPoints];
int[] indecies = new int[numPoints];
Color[] colours = new Color[numPoints];

// Fill in factors, indecies, colours

mesh.vertices = factors;
mesh.colours = colours;
mesh.SetIndices(indecies, MeshTopology.Points, 0);

I discovered that it’s attainable to set the scale of factors in PSIZE via Vertex Shader. Applied such a Shader, however with out outcome.

Shader "VertexColor" 
{    
    Properties     
    {         
        _PointDimension("Point measurement", Float) = 5.0     
    }       
    SubShader     
    {         
        Pass         
        {             
            LOD 200                         

            CGPROGRAM             
            #pragma vertex vert
            #pragma fragment frag               

            uniform float _PointDimension;               

            struct VertexEnter             
            {                 
                float4 vertex: POSITION;                 
                float4 shade: COLOR;            
             };               

             struct VertexOutput          
             {
                 float4 pos: SV_POSITION;                 
                 float4 col: COLOR;                 
                 float measurement: PSIZE;            
              };               

              VertexOutput vert(VertexEnter v)             
              {                 
                  VertexOutput o;                 
                  o.pos = UnityObjectToClipPos(v.vertex);                 
                  o.col = v.shade;                 
                  o.measurement = _PointDimension;

                  return o;             
              }               

              float4 frag(VertexOutput o) : COLOR             
              {                 
                  return o.col;             
              }             
              ENDCG         
          }     
      } 
}

Tell me, please, set the scale of factors accurately?

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