using System.Collections; using System.Collections.Generic; using UnityEngine; namespace AmazingAssets.TerrainToMesh.Example { [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] public class ExportMesh : MonoBehaviour { public TerrainData terrainData; public int vertexCountHorizontal = 100; public int vertexCountVertical = 100; void Start() { if (terrainData == null) return; //1. Export mesh from terrain//////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh); GetComponent().sharedMesh = terrainMesh; //2. Create material//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// string shaderName = Utilities.GetUnityDefaultShader(); //Default shader based on used render pipeline Material material = new Material(Shader.Find(shaderName)); GetComponent().sharedMaterial = material; } } }