一、工程截图
FOVPlane.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; [DisallowMultipleComponent] [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] public class FOVPlane : MonoBehaviour { [SerializeField] private Camera m_Camera; private Vector3 m_CameraPosition; private MeshFilter m_MeshFilter; private Vector3[] m_Corners; private Transform m_Transform; private bool m_Flip;//画面上下翻转 void Awake() { if (m_Camera == null) m_Camera = Camera.main; if (m_Camera != null) m_CameraPosition = m_Camera.transform.position; m_MeshFilter = this.GetComponent<MeshFilter>(); m_Transform = transform; } void Start() { MeshRectangle(); m_Transform.position = Vector3.zero; m_Transform.rotation = Quaternion.identity; m_Transform.localScale = Vector3.one; } // 创建一个矩形 void MeshRectangle() { float distance = transform.position.z - m_CameraPosition.z; m_Corners = GetCameraFovPositionByDistance(m_Camera, distance); //矩形的四个顶点坐标 Vector3[] vertices = new Vector3[4]; vertices[0] = m_Corners[0]; vertices[1] = m_Corners[1]; vertices[2] = m_Corners[2]; vertices[3] = m_Corners[3]; //三角形顶点索引 int[] triangles = new int[6] { 0, 1, 2, 1, 3, 2 }; //每个顶点的法线 Vector3[] normals = new Vector3[4]; normals[0] = Vector3.back; normals[1] = Vector3.back; normals[2] = Vector3.back; normals[3] = Vector3.back; //UV贴图坐标 Vector2[] uvs = new Vector2[4]; if (m_Flip) { uvs[0] = new Vector2(0, 1); uvs[1] = new Vector2(1, 1); uvs[2] = new Vector2(0, 0); uvs[3] = new Vector2(1, 0); } else { uvs[0] = new Vector2(0, 0); uvs[1] = new Vector2(1, 0); uvs[2] = new Vector2(0, 1); uvs[3] = new Vector2(1, 1); } //顶点颜色 Color32[] colors32 = new Color32[4]; colors32[0] = Color.white; colors32[1] = Color.white; colors32[2] = Color.white; colors32[3] = Color.white; Mesh mesh = new Mesh(); mesh.hideFlags = HideFlags.DontSave; mesh.vertices = vertices; mesh.triangles = triangles; mesh.colors32 = colors32; mesh.uv = uvs; mesh.normals = normals; m_MeshFilter.mesh = mesh; } /// <summary> /// 转载 https://www.cnblogs.com/shanksyi/p/5634060.html /// 获取指定距离下相机视口四个角的坐标 /// </summary> /// <param name="cam"></param> /// <param name="distance">相对于相机的距离</param> /// <returns></returns> public Vector3[] GetCameraFovPositionByDistance(Camera cam, float distance) { Vector3[] corners = new Vector3[4]; float halfFOV = (cam.fieldOfView * 0.5f) * Mathf.Deg2Rad; float aspect = cam.aspect; float height = distance * Mathf.Tan(halfFOV); float width = height * aspect; Transform tx = cam.transform; // 左上角 corners[0] = tx.position - (tx.right * width); corners[0] += tx.up * height; corners[0] += tx.forward * distance; // 右上角 corners[1] = tx.position + (tx.right * width); corners[1] += tx.up * height; corners[1] += tx.forward * distance; // 左下角 corners[2] = tx.position - (tx.right * width); corners[2] -= tx.up * height; corners[2] += tx.forward * distance; // 右下角 corners[3] = tx.position + (tx.right * width); corners[3] -= tx.up * height; corners[3] += tx.forward * distance; return corners; } void Update() { if (m_Corners == null) return; for (int i = 0; i < m_Corners.Length; i++) { Debug.DrawLine(m_CameraPosition, m_Corners[i], Color.red); } } }
二、运行测试