在模型更改或者需要大量上材質(zhì)球時(shí),為了節(jié)省時(shí)間我們使用動(dòng)態(tài)加載的方式,將代碼掛在場(chǎng)景中的某一物體上。將材質(zhì)球和貼圖放在Resources文件夾下的TexPrefix文件夾中,在Inspector中設(shè)定貼圖的格式化名字。Albedo, Metallic, Normal, Emission;
運(yùn)行場(chǎng)景。你就會(huì)發(fā)現(xiàn)貼圖自動(dòng)貼好了。
public Material[] Mats;
public string Folder = "Material_Textures";
public string TexPrefix;
public string Albedo, Metallic, Normal, Emission;
private void Start()
{
for (int i = 0; i < Mats.Length; i++)
{
Mats[i].color = Color.white;
Mats[i].SetTexture("_MainTex", Resources.Load(Folder + "/" + TexPrefix + Mats[i].name + Albedo) as Texture);
Mats[i].SetTexture("_MetallicGlossMap", Resources.Load(Folder + "/" + TexPrefix + Mats[i].name + Metallic) as Texture);
Mats[i].SetTexture("_BumpMap", Resources.Load(Folder + "/" + TexPrefix + Mats[i].name + Normal) as Texture);
Mats[i].SetTexture("_Emission", Resources.Load(Folder + "/" + TexPrefix + Mats[i].name + Emission) as Texture);
}
}