【Unity】烘焙贴图如何正确导出到另外一个机器上

目前测试的有两个方法  

1.

正常物体烘焙后的信息是保存在当前scene中,如果想在别的地方使用的话,正常导出包是没有烘焙效果的,你只能把项目文件全部给出去,这样就很繁琐了

参考雨松大大:http://www.xuanyusong.com/archives/3807?bsh_bid=949335393

新建一个空物体,模型在空物体下,只添加一个脚本给空物体 如图所示

【Unity】烘焙贴图如何正确导出到另外一个机器上_第1张图片

PrefabLightmapData代码.

#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 sceneLightmaps = new List();
 
    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();
        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].lightmapColor)
                {
                    lightmapArrayOffsetIndex[i] = j;
                    existsAlready = true;
                }
            }
 
            if (!existsAlready)
            {
                lightmapArrayOffsetIndex[i] = counter + settingslightmaps.Length;
                var newLightmapData = new LightmapData();
                newLightmapData.lightmapColor = lightmaps[i];
                newLightmapData.lightmapDir = 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].lightmapColor = combinedLightmaps[i].lightmapColor;
                combinedLightmaps2[i + settingslightmaps.Length].lightmapDir = combinedLightmaps[i].lightmapDir;
            }
        }
 
        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();
 
        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();
 
        //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();
 
        foreach (var instance in prefabs)
        {
            var gameObject = instance.gameObject;
            var rendererInfos = new List();
            var lightmaps = new List();
            var lightmaps2 = new List();
 
            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 rendererInfos, List lightmaps, List lightmaps2)
    {
        var renderers = root.GetComponentsInChildren();
        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].lightmapColor;
                Texture2D lightmap2 = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapDir;
                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.png", 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(filename);
 
        var assetPath = resourcePath + "-" + originalLightmapIndex + ".asset";
        var newLightmap = Instantiate(assetLightmap);
 
        AssetDatabase.CreateAsset(newLightmap, assetPath);
 
        newLightmap = AssetDatabase.LoadAssetAtPath(assetPath);
 
        importer.isReadable = false;
        AssetDatabase.ImportAsset(filename, ImportAssetOptions.ForceUpdate);
 
        return newLightmap;
    }
#endif
 
}
烘焙的话,就不用点击Lighting 中的 Generate Lighting 点击Assets/Bake Prefab Lightmaps 进行烘焙,这样脚本会把烘焙信息中的 Index 和offset保存在Prefab中 

【Unity】烘焙贴图如何正确导出到另外一个机器上_第2张图片

//记得有一点要把 Lighting 中的 AutoGenerate 去掉勾选 不然会报错

【Unity】烘焙贴图如何正确导出到另外一个机器上_第3张图片

然后对烘焙后的物体制成prefab,进行打AssetBundle包

【Unity】烘焙贴图如何正确导出到另外一个机器上_第4张图片

在把assetBundle包给出去,加载AssetBundle包即可

【Unity】烘焙贴图如何正确导出到另外一个机器上_第5张图片

2 . 下面说说第二种方法

把烘焙好的场景和烘培贴图导出来

【Unity】烘焙贴图如何正确导出到另外一个机器上_第6张图片

然后在把项目中的ProjectSettings 复制一份 导出来

【Unity】烘焙贴图如何正确导出到另外一个机器上_第7张图片

然后发给对方  接受后覆盖一下ProjectSettings  并且重启Unity 效果即可同步

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