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using UnityEngine; | |
// Adds a backface to the mesh on Start() | |
// Source: http://answers.unity3d.com/answers/280931/view.html | |
public class BackfaceMesh : MonoBehaviour { | |
public void Start () { | |
var mesh = GetComponent<MeshFilter>().mesh; | |
var vertices = mesh.vertices; | |
var uv = mesh.uv; | |
var normals = mesh.normals; | |
var szV = vertices.Length; | |
var newVerts = new Vector3[szV * 2]; | |
var newUv = new Vector2[szV * 2]; | |
var newNorms = new Vector3[szV * 2]; | |
for (int j = 0; j < szV; j++) { | |
// duplicate vertices and uvs: | |
newVerts[j] = newVerts[j + szV] = vertices[j]; | |
newUv[j] = newUv[j + szV] = uv[j]; | |
// copy the original normals... | |
newNorms[j] = normals[j]; | |
// and revert the new ones | |
newNorms[j + szV] = -normals[j]; | |
} | |
var triangles = mesh.triangles; | |
var szT = triangles.Length; | |
var newTris = new int[szT * 2]; // double the triangles | |
for (int i = 0; i < szT; i += 3) { | |
// copy the original triangle | |
newTris[i] = triangles[i]; | |
newTris[i + 1] = triangles[i + 1]; | |
newTris[i + 2] = triangles[i + 2]; | |
// save the new reversed triangle | |
int j = i + szT; | |
newTris[j] = triangles[i] + szV; | |
newTris[j + 2] = triangles[i + 1] + szV; | |
newTris[j + 1] = triangles[i + 2] + szV; | |
} | |
mesh.vertices = newVerts; | |
mesh.uv = newUv; | |
mesh.normals = newNorms; | |
mesh.triangles = newTris; // assign triangles last! | |
} | |
} |
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