Unity 烘焙贴图后再拖成预设体后场景光照信息丢失

场景中对预设体进行烘焙贴图后,然后删掉场景中的预设体,接着再通过代码实例化这个预设体或者直接拖一个预设体进入一个场景,都会发现场景光照信息丢失

光照信息丢失的主要原因是:

Unity 烘焙贴图后再拖成预设体后场景光照信息丢失_第1张图片


解决这个问题的办法如下:


先准备一个场景,如下:


Unity 烘焙贴图后再拖成预设体后场景光照信息丢失_第2张图片


上面的红色物体全部勾选为静态(static),蓝色物体作为参照不勾选静态


Unity 烘焙贴图后再拖成预设体后场景光照信息丢失_第3张图片


Unity 烘焙贴图后再拖成预设体后场景光照信息丢失_第4张图片


Unity 烘焙贴图后再拖成预设体后场景光照信息丢失_第5张图片


Unity 烘焙贴图后再拖成预设体后场景光照信息丢失_第6张图片


对lighting进行参数设置


Unity 烘焙贴图后再拖成预设体后场景光照信息丢失_第7张图片


Unity 烘焙贴图后再拖成预设体后场景光照信息丢失_第8张图片


经过上面准备工作做好后,开始烘焙
Unity 烘焙贴图后再拖成预设体后场景光照信息丢失_第9张图片




Unity 烘焙贴图后再拖成预设体后场景光照信息丢失_第10张图片



此时 ,我们删掉场景中的Plane预设体,然后再重新向场景中拖入该Plane的预设体,你会发现,没有光照信息,场景很暗



Unity 烘焙贴图后再拖成预设体后场景光照信息丢失_第11张图片


但是此时运行场景,你会发现光照信息又有啦


Unity 烘焙贴图后再拖成预设体后场景光照信息丢失_第12张图片


using UnityEngine;
using System.Collections;
using System.Collections.Generic;

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;

    void Awake ()
    {
        if (m_RendererInfo == null || m_RendererInfo.Length == 0)
            return;

        var lightmaps = LightmapSettings.lightmaps;
        var combinedLightmaps = new LightmapData[lightmaps.Length + m_Lightmaps.Length];

        lightmaps.CopyTo(combinedLightmaps, 0);
        for (int i = 0; i < m_Lightmaps.Length;i++)
        {
            combinedLightmaps[i+lightmaps.Length] = new LightmapData();
            combinedLightmaps[i+lightmaps.Length].lightmapFar = m_Lightmaps[i];
        }

        ApplyRendererInfo(m_RendererInfo, lightmaps.Length);
        LightmapSettings.lightmaps = combinedLightmaps;
    }


    static void ApplyRendererInfo (RendererInfo[] infos, int lightmapOffsetIndex)
    {
        for (int i=0;ivar info = infos[i];
            info.renderer.lightmapIndex = info.lightmapIndex + lightmapOffsetIndex;
            info.renderer.lightmapScaleOffset = info.lightmapOffsetScale;
        }
    }

#if UNITY_EDITOR
    [UnityEditor.MenuItem("Assets/Bake Prefab Lightmaps")]
    static void GenerateLightmapInfo ()
    {
        if (UnityEditor.Lightmapping.giWorkflowMode != UnityEditor.Lightmapping.GIWorkflowMode.OnDemand)
        {
            Debug.LogError("ExtractLightmapData requires that you have baked you lightmaps and Auto mode is disabled.");
            return;
        }
        UnityEditor.Lightmapping.Bake();

        PrefabLightmapData[] prefabs = FindObjectsOfType();

        foreach (var instance in prefabs)
        {
            var gameObject = instance.gameObject;
            var rendererInfos = new List();
            var lightmaps = new List();

            GenerateLightmapInfo(gameObject, rendererInfos, lightmaps);

            instance.m_RendererInfo = rendererInfos.ToArray();
            instance.m_Lightmaps = lightmaps.ToArray();

            var targetPrefab = UnityEditor.PrefabUtility.GetPrefabParent(gameObject) as GameObject;
            if (targetPrefab != null)
            {
                //UnityEditor.Prefab
                UnityEditor.PrefabUtility.ReplacePrefab(gameObject, targetPrefab);
            }
        }
    }

    static void GenerateLightmapInfo (GameObject root, List rendererInfos, List lightmaps)
    {
        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].lightmapFar;

                info.lightmapIndex = lightmaps.IndexOf(lightmap);
                if (info.lightmapIndex == -1)
                {
                    info.lightmapIndex = lightmaps.Count;
                    lightmaps.Add(lightmap);
                }

                rendererInfos.Add(info);
            }
        }
    }
#endif

}


注意Directional Mode这个参数要设置成Non-Directional,否则运行场景会是黑的,得不到预期的烘焙效果

Unity 烘焙贴图后再拖成预设体后场景光照信息丢失_第13张图片

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