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
}
;
}
}
}
|
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
}
|
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