質問編集履歴
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コードの追加
test
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test
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よろしくお願いいたします。
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追記
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以下のコードを使用いたしました。
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最終目標としては、カメラをズームアウト、インしても、太さがほぼ変わらないものを目指しています。
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```cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class TestGrid : MonoBehaviour
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{
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[SerializeField]
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private UnityEngine.Grid m_grid;
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[SerializeField]
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private MeshRenderer m_meshRenderer;
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[SerializeField]
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private MeshFilter m_meshFilter;
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private Mesh m_gridMesh = null;
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[SerializeField]
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private Material m_gridMaterial;
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private const float k_GridGizmoDistanceFalloff = 50f;
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void Start()
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{
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m_gridMesh = Generate(m_grid, Color.white, 0.0f, new RectInt(0, 0, 10, 10));
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m_meshFilter.sharedMesh = m_gridMesh;
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m_meshRenderer.material = m_gridMaterial;
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}
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public static Mesh Generate(GridLayout gridLayout, Color color, float screenPixelSize, RectInt bounds)
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{
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Mesh mesh = new Mesh();
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mesh.hideFlags = HideFlags.HideAndDontSave;
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int vertex = 0;
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int totalVertices = 4 * (bounds.size.x + bounds.size.y);
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Vector3 horizontalPixelOffset = new Vector3(screenPixelSize, 0f, 0f);
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Vector3 verticalPixelOffset = new Vector3(0f, screenPixelSize, 0f);
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Vector3[] vertices = new Vector3[totalVertices];
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Vector2[] uvs2 = new Vector2[totalVertices];
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Vector3 cellStride = gridLayout.cellSize + gridLayout.cellGap;
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Vector3Int minPosition = new Vector3Int(0, bounds.min.y, 0);
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Vector3Int maxPosition = new Vector3Int(0, bounds.max.y, 0);
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Vector3 cellGap = Vector3.zero;
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if (!Mathf.Approximately(cellStride.x, 0f))
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{
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cellGap.x = gridLayout.cellSize.x / cellStride.x;
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}
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for (int x = bounds.min.x; x < bounds.max.x; x++)
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{
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minPosition.x = x;
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maxPosition.x = x;
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vertices[vertex + 0] = gridLayout.CellToLocal(minPosition);
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vertices[vertex + 1] = gridLayout.CellToLocal(maxPosition);
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uvs2[vertex + 0] = Vector2.zero;
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uvs2[vertex + 1] = new Vector2(0f, cellStride.y * bounds.size.y);
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vertex += 2;
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vertices[vertex + 0] = gridLayout.CellToLocalInterpolated(minPosition + cellGap);
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vertices[vertex + 1] = gridLayout.CellToLocalInterpolated(maxPosition + cellGap);
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uvs2[vertex + 0] = Vector2.zero;
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uvs2[vertex + 1] = new Vector2(0f, cellStride.y * bounds.size.y);
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vertex += 2;
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}
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minPosition = new Vector3Int(bounds.min.x, 0, 0);
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maxPosition = new Vector3Int(bounds.max.x, 0, 0);
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cellGap = Vector3.zero;
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if (!Mathf.Approximately(cellStride.y, 0f))
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{
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cellGap.y = gridLayout.cellSize.y / cellStride.y;
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}
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for (int y = bounds.min.y; y < bounds.max.y; y++)
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{
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minPosition.y = y;
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maxPosition.y = y;
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vertices[vertex + 0] = gridLayout.CellToLocal(minPosition);
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vertices[vertex + 1] = gridLayout.CellToLocal(maxPosition);
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uvs2[vertex + 0] = Vector2.zero;
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uvs2[vertex + 1] = new Vector2(cellStride.x * bounds.size.x, 0f);
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vertex += 2;
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vertices[vertex + 0] = gridLayout.CellToLocalInterpolated(minPosition + cellGap);
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vertices[vertex + 1] = gridLayout.CellToLocalInterpolated(maxPosition + cellGap);
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uvs2[vertex + 0] = Vector2.zero;
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uvs2[vertex + 1] = new Vector2(cellStride.x * bounds.size.x, 0f);
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vertex += 2;
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}
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var uv0 = new Vector2(k_GridGizmoDistanceFalloff, 0f);
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var uvs = new Vector2[vertex];
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var indices = new int[vertex];
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var colors = new Color[vertex];
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var normals = new Vector3[totalVertices];
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var uvs3 = new Vector2[totalVertices];
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for (int i = 0; i < vertex; i++)
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{
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uvs[i] = uv0;
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indices[i] = i;
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colors[i] = color;
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var alternate = i + ((i % 2) == 0 ? 1 : -1);
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normals[i] = vertices[alternate];
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uvs3[i] = uvs2[alternate];
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}
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mesh.vertices = vertices;
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mesh.uv = uvs;
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mesh.uv2 = uvs2;
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mesh.uv3 = uvs3;
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mesh.colors = colors;
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mesh.normals = normals;
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mesh.SetIndices(indices, MeshTopology.Lines, 0);
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return mesh;
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}
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}
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```
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