Version: 2021.1

RaycastHit.textureCoord2

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public Vector2 textureCoord2 ;

描述

撞击点处的辅助 UV 纹理坐标。

这可以用于 3D 纹理绘制或绘制弹痕。 如果碰撞体不是网格碰撞体,则返回 Vector2.zero。 如果网格不包含任何辅助 uv 集,则返回主 uv 集的 uv。

__注意:__.textureCoord2 需要碰撞体为 MeshCollider

using UnityEngine;

public class Example : MonoBehaviour { // Attach this script to a camera and it will paint black pixels in 3D // on whatever the user clicks. Make sure the mesh you want to paint // on has a mesh collider attached.

Camera cam;

void Start() { cam = GetComponent<Camera>(); }

void Update() { // Only when we press the mouse if (!Input.GetMouseButton(0)) { return; }

// Only if we hit something, do we continue RaycastHit hit; if (!Physics.Raycast(cam.ScreenPointToRay(Input.mousePosition), out hit)) { return; }

// Just in case, also make sure the collider also has a renderer // material and texture. Also we should ignore primitive colliders. Renderer rend = hit.transform.GetComponent<Renderer>();

MeshCollider meshCollider = hit.collider as MeshCollider;

if (rend == null || rend.sharedMaterial == null || rend.sharedMaterial.mainTexture == null || meshCollider == null) { return; }

// Now draw a pixel where we hit the object Texture2D tex = rend.material.mainTexture as Texture2D; Vector2 pixelUV = hit.textureCoord2; pixelUV.x *= tex.width; pixelUV.y *= tex.height;

tex.SetPixel(Mathf.FloorToInt(pixelUV.x), Mathf.FloorToInt(pixelUV.y), Color.black);

tex.Apply(); } }