Unity大世界LightMap处理

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
{
    /// <summary>
    /// The color for lightmap.
    /// </summary>
    public Texture2D LightmapColor;

    /// <summary>
    /// The dir for lightmap.
    /// </summary>
    public Texture2D LightmapDir;

    /// <summary>
    /// The shadowmask for lightmap.
    /// </summary>
    public Texture2D ShadowMask;

    /// <summary>
    /// Initializes a new instance of the <see cref="CustomLightmapData"/> struct.
    /// </summary>
    /// <param name="data">lightmapdata.</param>
    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<MeshRenderer>();
        List<MeshLightmapData> datas = new List<MeshLightmapData>();
        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<LightMapDataLoader>();
        if (loader == null)
        {
            loader = obj.AddComponent<LightMapDataLoader>();
        }

        outputPath = Path.Combine(outputPath, obj.name + ".asset");
        AssetDatabase.CreateAsset(dataMap, outputPath);
        AssetDatabase.SaveAssets();
        loader.Asset = AssetDatabase.LoadAssetAtPath<CustomLightMapDataMap>(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<CustomLightmapData, int> lightmapDataRefenceCount = new Dictionary<CustomLightmapData, int>();

    [SerializeField]
    private CustomLightMapDataMap asset;

    private HashSet<CustomLightmapData> lightmapDatas = new HashSet<CustomLightmapData>();

    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<MeshRenderer>();
            var datas = this.asset.LightMapDatas;
            if (datas.Length != renders.Length)
            {
                return;
            }

            List<LightmapData> lightmapList = new List<LightmapData>(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。

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