Api Unity3d Probuilder脚本。如何在代码中应用纹理?

Api Unity3d Probuilder脚本。如何在代码中应用纹理?,api,unity3d,Api,Unity3d,我正在代码中创建基本probuilder表单: m_mesh = ShapeGenerator.GenerateArch( PivotLocation.FirstVertex, angle: GetPrceduralParameters.Angle, radius: GetPrceduralParameters.Radius, width: GetPrceduralParameters.Thiknes, depth: GetPrceduralParameters.Length, radialCu

我正在代码中创建基本probuilder表单:

m_mesh = ShapeGenerator.GenerateArch(
PivotLocation.FirstVertex,
angle: GetPrceduralParameters.Angle,
radius: GetPrceduralParameters.Radius,
width: GetPrceduralParameters.Thiknes,
depth: GetPrceduralParameters.Length,
radialCuts: GetPrceduralParameters.RadialCuts,
insideFaces: true,
outsideFaces: true,
frontFaces: true,
backFaces: true,
endCaps: true);
然后我想在上面放一个材料:

m_mesh.GetComponent<MeshRenderer>().sharedMaterial = m_elementMaterial;
纹理是平铺的。每个面上都有单独的纹理

如何分层纹理,或在不平铺每个面的情况下应用?

解决方案:

 Smoothing.ApplySmoothingGroups(m_meshConcrete, m_meshConcrete.faces, 90);
 m_meshConcrete.Refresh();

我已经导出生成的模型并在Blender中进行了检查。被标记为强锐利的表面。需要取消标记某些曲面,使其看起来像Blender平滑着色后的曲面。