unity对模型实现剖切的代码
时间: 2024-10-13 22:15:14 浏览: 57
在Unity中,剖切模型( LOD, Level of Detail)通常用于优化场景性能,当玩家靠近时显示高精度模型,远离时显示简化版本。这里是一个简单的示例,展示如何在C#脚本中为游戏对象添加LOD切换:
```csharp
using UnityEngine;
public class LODManager : MonoBehaviour
{
public GameObject highDetailModel; // 高精度模型
public GameObject lowDetailModel; // 简化模型
private MeshFilter highDetailMeshFilter;
private MeshFilter lowDetailMeshFilter;
void Start()
{
highDetailMeshFilter = highDetailModel.GetComponent<MeshFilter>();
lowDetailMeshFilter = lowDetailModel.GetComponent<MeshFilter>();
UpdateLOD();
}
void UpdateLOD()
{
float distanceToCamera = Vector3.Distance(transform.position, Camera.main.transform.position);
if (distanceToCamera > lodDistanceThreshold) // 设定距离阈值
{
GetComponent<MeshRenderer>().sharedMaterial = lowDetailMeshFilter.mesh.sharedMaterial;
meshFilter = lowDetailMeshFilter;
}
else
{
GetComponent<MeshRenderer>().sharedMaterial = highDetailMeshFilter.mesh.sharedMaterial;
meshFilter = highDetailMeshFilter;
}
}
}
```
在这个例子中,`UpdateLOD`函数会在每一帧检查相机到物体的距离,并根据预设的阈值切换相应的Mesh滤镜。当物体离摄像机足够远时,它会显示低细节模型;反之则显示高细节模型。
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