在Unity中,烘焙LightMap采用的是一个场景烘焙一组LightMap。而对于大世界场景来说,没办法把世界上所有的物体在同一场景下烘焙。Unity提供的解决办法是通过SubScene来解决,就是分场景烘焙,然后再通过加载卸载Scene的方式来实现。但有时候有这样的需求,同一组室内场景可能在多个地方存在,美术希望烘焙好一组物体,能复制到各个地方,并且能很好地预览,这样使用SubScene来说就比较麻烦了。
先说一下 unity的LightMap机制,烘焙分为动态物体和静态物体,动态物体走的是GI,通过环境光,LightProb等这些算出三维光照数据,然后计算动态物体的球谐光照。对于静态物体来说就会烘焙成 lightmap,一般有几组三张贴图(color,dir以及shadow)。静态物体的MeshRender上会有个lightmapIndex存放采用第几组lightmap,还有个lightmapScaleOffset存放uv偏移,通过这两个数据就能显示正确。
知道LightMap的原理后就比较简单了,我们只需要存好我们需要使用的数据,然后设置对应的位置就能正确显示了。
首先,我们定义好我们的数据结构,我们期望在一个prefab上挂一个我们的脚本,然后加载这个prefab上所有的MeshRender。我们就需要一个这样的ScriptObject。
public class CustomLightMapDataMap : ScriptableObject
{
public MeshLightmapData[] LightMapDatas = null;
}
[Serializable]
public struct CustomLightmapData
{
///
/// The color for lightmap.
///
public Texture2D LightmapColor;
///
/// The dir for lightmap.
///
public Texture2D LightmapDir;
///
/// The shadowmask for lightmap.
///
public Texture2D ShadowMask;
///
/// Initializes a new instance of the struct.
///
/// lightmapdata.
public CustomLightmapData(LightmapData data)
{
this.LightmapColor = data.lightmapColor;
this.LightmapDir = data.lightmapDir;
this.ShadowMask = data.shadowMask;
}
public bool IsA(LightmapData data)
{
return this.LightmapColor == data.lightmapColor &&
this.LightmapDir == data.lightmapDir &&
this.ShadowMask == data.shadowMask;
}
public LightmapData GetLightmapData()
{
LightmapData data = new LightmapData();
data.lightmapColor = this.LightmapColor;
data.lightmapDir = this.LightmapDir;
data.shadowMask = this.ShadowMask;
return data;
}
}
[Serializable]
public struct MeshLightmapData
{
public Vector4 LightmapScaleOffset;
public CustomLightmapData LightmapData;
}
然后再在编辑器上弄一个菜单,选中物体就能自动干这件事情。
[MenuItem("Window/LightMapGenerate")]
private static void Generated()
{
string outputPath = "Assets/LightMapPrefab";
var lightmapPath = GetLightMapPath();
if (!string.IsNullOrEmpty(lightmapPath))
{
outputPath = Path.GetDirectoryName(lightmapPath);
}
GameObject obj = Selection.activeGameObject;
if (obj == null)
{
return;
}
var dataMap = (CustomLightMapDataMap)ScriptableObject.CreateInstance(typeof(CustomLightMapDataMap));
var renders = obj.GetComponentsInChildren();
List datas = new List();
var lightmaps = LightmapSettings.lightmaps;
foreach (var render in renders)
{
if (render.lightmapIndex < 0 || render.lightmapIndex >= lightmaps.Length)
{
Debug.LogError("lightmap error:" + render.gameObject.name);
return;
}
var data = new MeshLightmapData()
{
LightmapScaleOffset = render.lightmapScaleOffset,
LightmapData = new CustomLightmapData(lightmaps[render.lightmapIndex]),
};
datas.Add(data);
}
dataMap.LightMapDatas = datas.ToArray();
var loader = obj.GetComponent();
if (loader == null)
{
loader = obj.AddComponent();
}
outputPath = Path.Combine(outputPath, obj.name + ".asset");
AssetDatabase.CreateAsset(dataMap, outputPath);
AssetDatabase.SaveAssets();
loader.Asset = AssetDatabase.LoadAssetAtPath(outputPath);
}
private static string GetLightMapPath()
{
var lightmaps = LightmapSettings.lightmaps;
if (lightmaps.Length == 0)
{
return string.Empty;
}
return AssetDatabase.GetAssetPath(lightmaps[0].lightmapColor);
}
数据保存好了,我们只需要加载就好了。加载除了要加载MeshRender上的数据,还要设置好场景的LightMap。这里还有个特别重要的问题就是卸载,在物体销毁时,我们要处理场景的lightmap,这里需要通过一个计数器去干这件事情,当引用计数为0了,我们就去清理lightmap贴图数据。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
[ExecuteInEditMode]
public class LightMapDataLoader : MonoBehaviour
{
private static Dictionary lightmapDataRefenceCount = new Dictionary();
[SerializeField]
private CustomLightMapDataMap asset;
private HashSet lightmapDatas = new HashSet();
public CustomLightMapDataMap Asset
{
get { return this.asset; }
set { this.asset = value; }
}
public static void Clear()
{
lightmapDataRefenceCount.Clear();
}
// Start is called before the first frame update
private void Awake()
{
if (this.asset != null)
{
var lightmaps = LightmapSettings.lightmaps;
var renders = this.GetComponentsInChildren();
var datas = this.asset.LightMapDatas;
if (datas.Length != renders.Length)
{
return;
}
List lightmapList = new List(lightmaps);
for (int i = 0; i < datas.Length; i++)
{
var lightMapIndex = -1;
var nullIndex = -1;
LightmapData currentData = null;
for (int j = lightmapList.Count - 1; j >= 0; j--)
{
var lightmap = lightmapList[j];
if (datas[i].LightmapData.IsA(lightmap))
{
lightMapIndex = j;
currentData = lightmap;
}
if (lightmap.lightmapColor == null &&
lightmap.lightmapDir == null &&
lightmap.shadowMask == null)
{
nullIndex = j;
}
}
if (lightMapIndex == -1)
{
currentData = datas[i].LightmapData.GetLightmapData();
if (nullIndex == -1)
{
lightmapList.Add(currentData);
lightMapIndex = lightmapList.Count - 1;
}
else
{
lightmapList[nullIndex] = currentData;
lightMapIndex = nullIndex;
}
}
this.lightmapDatas.Add(datas[i].LightmapData);
renders[i].lightmapIndex = lightMapIndex;
renders[i].lightmapScaleOffset = datas[i].LightmapScaleOffset;
}
foreach (var data in this.lightmapDatas)
{
if (!lightmapDataRefenceCount.TryGetValue(data, out var count))
{
count = 0;
}
else
{
lightmapDataRefenceCount.Remove(data);
}
count++;
lightmapDataRefenceCount.Add(data, count);
}
LightmapSettings.lightmaps = lightmapList.ToArray();
}
}
private void OnDestroy()
{
foreach (var data in this.lightmapDatas)
{
if (lightmapDataRefenceCount.TryGetValue(data, out var count))
{
count--;
lightmapDataRefenceCount.Remove(data);
if (count == 0)
{
var lightmaps = LightmapSettings.lightmaps;
for (int i = 0; i < lightmaps.Length; i++)
{
if (data.IsA(lightmaps[i]))
{
lightmaps[i].lightmapColor = null;
lightmaps[i].lightmapDir = null;
lightmaps[i].shadowMask = null;
}
}
LightmapSettings.lightmaps = lightmaps;
}
else
{
lightmapDataRefenceCount.Add(data, count);
}
}
}
}
}
做好这些事情之后,我们就可以在场景中烘焙一组物体,然后选中Root,点击Window/LightMapGenerate,会帮你组织好数据,挂好脚本。你可以把这个物体复制到任何地方都是显示正确,也可以保存成prefab通过程序加载和销毁。