Unity3D研究院之Unity5.x运行时动态更新烘培贴图
前段时间我研究过这个问题,但是没有解决只好作罢。今天刚好有人又问我这个问题,我得空查了一下还是找到了解决办法。另外也感谢问我的人,解答问题的同时也是我学习的过程。
运行时更新烘培贴图分两种情况
1、场景的物件没有发生变化(也就是说没有运行时加载在场景上的Prefab)此时可以直接更换烘培贴图。
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using UnityEngine;
using System.Collections;
public class NewBehaviourScript : MonoBehaviour {
//烘培烘培贴图1
public Texture2D greenLightMap;
//烘培贴图2
public Texture2D redLightMap;
void OnGUI()
{
if(GUILayout.Button("green"))
{
LightmapData data = new LightmapData();
data.lightmapFar = greenLightMap;
LightmapSettings.lightmaps = new LightmapData[1]{data};
}
if(GUILayout.Button("red"))
{
LightmapData data = new LightmapData();
data.lightmapFar = redLightMap;
LightmapSettings.lightmaps = new LightmapData[1]{data};
}
}
}
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2.场景的烘培贴图已经更新,但是有些物件prefab想运行时加载进来。如果直接Instance的话 这个Prefab是没有烘培信息的。(灰颜色的)
解决这个问题我查到了 一篇大大的文章,它带了例子大家可以下载下来。 http://forum.unity3d.com/threads/problems-with-instantiating-baked-prefabs.324514/#post-2177524
代码在这里,把如下代码挂在GameObject上。当场景烘培结束后,把他保存成prefab,运行的时候直接加载进来就行了。
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#if UNITY_EDITOR
using UnityEditor;
using System.IO;
#endif
using UnityEngine;
using System.Collections.Generic;
[DisallowMultipleComponent,ExecuteInEditMode]
public class PrefabLightmapData : MonoBehaviour
{
[System.Serializable]
struct RendererInfo
{
public Renderer renderer;
public int lightmapIndex;
public Vector4 lightmapOffsetScale;
}
[SerializeField]
RendererInfo[] m_RendererInfo;
[SerializeField]
Texture2D[] m_Lightmaps;
[SerializeField]
Texture2D[] m_Lightmaps2;
const string LIGHTMAP_RESOURCE_PATH = "Assets/Resources/Lightmaps/";
[System.Serializable]
struct Texture2D_Remap
{
public int originalLightmapIndex;
public Texture2D originalLightmap;
public Texture2D lightmap0;
public Texture2D lightmap1;
}
static List<Texture2D_Remap> sceneLightmaps = new List<Texture2D_Remap>();
void Awake()
{
ApplyLightmaps(m_RendererInfo, m_Lightmaps, m_Lightmaps2);
}
static void ApplyLightmaps(RendererInfo[] rendererInfo, Texture2D[] lightmaps, Texture2D[] lightmaps2)
{
bool existsAlready = false;
int counter = 0;
int[] lightmapArrayOffsetIndex;
if (rendererInfo == null || rendererInfo.Length == 0)
return;
var settingslightmaps = LightmapSettings.lightmaps;
var combinedLightmaps = new List<LightmapData>();
lightmapArrayOffsetIndex = new int[lightmaps.Length];
for (int i = 0; i < lightmaps.Length; i++)
{
existsAlready = false;
for (int j = 0; j < settingslightmaps.Length; j++)
{
if (lightmaps[i] == settingslightmaps[j].lightmapFar)
{
lightmapArrayOffsetIndex[i] = j;
existsAlready = true;
}
}
if (!existsAlready)
{
lightmapArrayOffsetIndex[i] = counter + settingslightmaps.Length;
var newLightmapData = new LightmapData();
newLightmapData.lightmapFar = lightmaps[i];
newLightmapData.lightmapNear = lightmaps2[i];
combinedLightmaps.Add(newLightmapData);
++counter;
}
}
var combinedLightmaps2 = new LightmapData[settingslightmaps.Length + counter];
settingslightmaps.CopyTo(combinedLightmaps2, 0);
if (counter > 0)
{
for (int i = 0; i < combinedLightmaps.Count; i++)
{
combinedLightmaps2[i + settingslightmaps.Length] = new LightmapData();
combinedLightmaps2[i + settingslightmaps.Length].lightmapFar = combinedLightmaps[i].lightmapFar;
combinedLightmaps2[i + settingslightmaps.Length].lightmapNear = combinedLightmaps[i].lightmapNear;
}
}
ApplyRendererInfo(rendererInfo, lightmapArrayOffsetIndex);
LightmapSettings.lightmaps = combinedLightmaps2;
}
static void ApplyRendererInfo(RendererInfo[] infos, int[] arrayOffsetIndex)
{
for (int i = 0; i < infos.Length; i++)
{
var info = infos[i];
info.renderer.lightmapIndex = arrayOffsetIndex[info.lightmapIndex];
info.renderer.lightmapScaleOffset = info.lightmapOffsetScale;
}
}
#if UNITY_EDITOR
[MenuItem("Assets/Update Scene with Prefab Lightmaps")]
static void UpdateLightmaps()
{
PrefabLightmapData[] prefabs = FindObjectsOfType<PrefabLightmapData>();
foreach (var instance in prefabs)
{
ApplyLightmaps(instance.m_RendererInfo, instance.m_Lightmaps, instance.m_Lightmaps2);
}
Debug.Log("Prefab lightmaps updated");
}
[MenuItem("Assets/Bake Prefab Lightmaps")]
static void GenerateLightmapInfo()
{
Debug.ClearDeveloperConsole();
if (Lightmapping.giWorkflowMode != Lightmapping.GIWorkflowMode.OnDemand)
{
Debug.LogError("ExtractLightmapData requires that you have baked you lightmaps and Auto mode is disabled.");
return;
}
Lightmapping.Bake();
string lightMapPath = System.IO.Path.Combine(Directory.GetCurrentDirectory(),LIGHTMAP_RESOURCE_PATH);
if(!Directory.Exists(lightMapPath))
Directory.CreateDirectory(lightMapPath);
sceneLightmaps = new List<Texture2D_Remap>();
//var scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
var sceneName =Path.GetFileNameWithoutExtension(EditorApplication.currentScene) ;
var resourcePath = LIGHTMAP_RESOURCE_PATH + sceneName;
var scenePath = System.IO.Path.GetDirectoryName(EditorApplication.currentScene) + "/" + sceneName + "/";
PrefabLightmapData[] prefabs = FindObjectsOfType<PrefabLightmapData>();
foreach (var instance in prefabs)
{
var gameObject = instance.gameObject;
var rendererInfos = new List<RendererInfo>();
var lightmaps = new List<Texture2D>();
var lightmaps2 = new List<Texture2D>();
GenerateLightmapInfo(scenePath, resourcePath, gameObject, rendererInfos, lightmaps, lightmaps2);
instance.m_RendererInfo = rendererInfos.ToArray();
instance.m_Lightmaps = lightmaps.ToArray();
instance.m_Lightmaps2 = lightmaps2.ToArray();
var targetPrefab = PrefabUtility.GetPrefabParent(gameObject) as GameObject;
if (targetPrefab != null)
{
//Prefab
PrefabUtility.ReplacePrefab(gameObject, targetPrefab);
}
ApplyLightmaps(instance.m_RendererInfo, instance.m_Lightmaps, instance.m_Lightmaps2);
}
Debug.Log("Update to prefab lightmaps finished");
}
static void GenerateLightmapInfo(string scenePath, string resourcePath, GameObject root, List<RendererInfo> rendererInfos, List<Texture2D> lightmaps, List<Texture2D> lightmaps2)
{
var renderers = root.GetComponentsInChildren<MeshRenderer>();
foreach (MeshRenderer renderer in renderers)
{
if (renderer.lightmapIndex != -1)
{
RendererInfo info = new RendererInfo();
info.renderer = renderer;
info.lightmapOffsetScale = renderer.lightmapScaleOffset;
Texture2D lightmap = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapFar;
Texture2D lightmap2 = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapNear;
int sceneLightmapIndex = AddLightmap(scenePath, resourcePath, renderer.lightmapIndex, lightmap, lightmap2);
info.lightmapIndex = lightmaps.IndexOf(sceneLightmaps[sceneLightmapIndex].lightmap0);
if (info.lightmapIndex == -1)
{
info.lightmapIndex = lightmaps.Count;
lightmaps.Add(sceneLightmaps[sceneLightmapIndex].lightmap0);
lightmaps2.Add(sceneLightmaps[sceneLightmapIndex].lightmap1);
}
rendererInfos.Add(info);
}
}
}
static int AddLightmap(string scenePath, string resourcePath, int originalLightmapIndex, Texture2D lightmap, Texture2D lightmap2)
{
int newIndex = -1;
for (int i = 0; i < sceneLightmaps.Count; i++)
{
if (sceneLightmaps[i].originalLightmapIndex == originalLightmapIndex)
{
return i;
}
}
if (newIndex == -1)
{
var lightmap_Remap = new Texture2D_Remap();
lightmap_Remap.originalLightmapIndex = originalLightmapIndex;
lightmap_Remap.originalLightmap = lightmap;
var filename = scenePath + "Lightmap-" + originalLightmapIndex;
lightmap_Remap.lightmap0 = GetLightmapAsset(filename + "_comp_light.exr", resourcePath + "_light", originalLightmapIndex, lightmap);
if (lightmap2 != null)
{
lightmap_Remap.lightmap1 = GetLightmapAsset(filename + "_comp_dir.exr", resourcePath + "_dir", originalLightmapIndex, lightmap2);
}
sceneLightmaps.Add(lightmap_Remap);
newIndex = sceneLightmaps.Count - 1;
}
return newIndex;
}
static Texture2D GetLightmapAsset(string filename, string resourcePath, int originalLightmapIndex, Texture2D lightmap)
{
AssetDatabase.ImportAsset(filename, ImportAssetOptions.ForceUpdate);
var importer = AssetImporter.GetAtPath(filename) as TextureImporter;
importer.isReadable = true;
AssetDatabase.ImportAsset(filename, ImportAssetOptions.ForceUpdate);
var assetLightmap = AssetDatabase.LoadAssetAtPath<Texture2D>(filename);
var assetPath = resourcePath + "-" + originalLightmapIndex + ".asset";
var newLightmap = Instantiate<Texture2D>(assetLightmap);
AssetDatabase.CreateAsset(newLightmap, assetPath);
newLightmap = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
importer.isReadable = false;
AssetDatabase.ImportAsset(filename, ImportAssetOptions.ForceUpdate);
return newLightmap;
}
#endif
}
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点击 Assets/Bake Prefab Lightmaps 进行烘培, 这样它的脚本里会把index 和 offset保存在prefab里。它还会保存上当前烘培场景的Lightmap,如果运行时想更换的话,你可以加一些自己的逻辑进行切换。
最后欢迎大家测试,欢迎大家提出宝贵意见,我们一起把unity这个坑填了!
下载: http://pan.baidu.com/s/1kTU9EOB