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
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
//记得有一点要把 Lighting 中的 AutoGenerate 去掉勾选 不然会报错
然后对烘焙后的物体制成prefab,进行打AssetBundle包
在把assetBundle包给出去,加载AssetBundle包即可
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
然后在把项目中的ProjectSettings 复制一份 导出来
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