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Squashed commit of the following:

commit fdd4ba7dc6a6fabd561ea186b4453735ac9103eb
Author: Andre McGrail <andrem@unity3d.com>
Date:   Fri Sep 4 13:54:37 2020 +0200

    Changed Lod Lightmaps to run only in editor and only when needed (#118)
/seans-add-link-xml
Andre McGrail 4 年前
当前提交
06289a37
共有 25 个文件被更改,包括 404 次插入403 次删除
  1. 34
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Full_01.prefab
  2. 34
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Full_02.prefab
  3. 34
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Full_03.prefab
  4. 34
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Wall_01.prefab
  5. 25
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Wall_02.prefab
  6. 25
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Wall_03.prefab
  7. 33
      Assets/Objects/environment/Cliffs/Prefabs/Hero_Cave.prefab
  8. 34
      Assets/Objects/environment/Cliffs/Prefabs/Hero_CaveEntrance.prefab
  9. 33
      Assets/Objects/environment/Cliffs/Prefabs/Hero_CaveExit.prefab
  10. 34
      Assets/Objects/environment/Cliffs/Prefabs/Hero_Mountain.prefab
  11. 34
      Assets/Objects/environment/Cliffs/Prefabs/Hero_Tower.prefab
  12. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Large_01.prefab
  13. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Large_02.prefab
  14. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Medium_01.prefab
  15. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Medium_02.prefab
  16. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Medium_03.prefab
  17. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Medium_04.prefab
  18. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_01.prefab
  19. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_02.prefab
  20. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_03.prefab
  21. 25
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_04.prefab
  22. 2
      Assets/Scripts/Editor/LodLightmapCopy.cs.meta
  23. 49
      Assets/Scripts/Editor/LodLightmapCopy.cs
  24. 71
      Assets/Scripts/Effects/LodLightmaps.cs
  25. 0
      /Assets/Scripts/Editor/LodLightmapCopy.cs.meta

34
Assets/Objects/environment/Cliffs/Prefabs/Cliff_Full_01.prefab


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34
Assets/Objects/environment/Cliffs/Prefabs/Cliff_Full_02.prefab


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Assets/Scripts/Editor/LodLightmapCopy.cs.meta


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49
Assets/Scripts/Editor/LodLightmapCopy.cs


using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
using UnityEngine.SceneManagement;
[InitializeOnLoad]
class LodLightmapCopy : IProcessSceneWithReport
{
public int callbackOrder => -1;
public void OnProcessScene(Scene scene, BuildReport report)
{
Execute();
}
static LodLightmapCopy()
{
Lightmapping.bakeCompleted += Execute;
EditorApplication.playModeStateChanged += LodLightmapEdit;
}
static void LodLightmapEdit(PlayModeStateChange state)
{
if(state == PlayModeStateChange.EnteredEditMode) Execute();
}
private static void Execute()
{
Debug.Log("Baking LOD Lightmap values");
var lodGroups= Object.FindObjectsOfType<LODGroup>();
foreach (var lodGroup in lodGroups)
{
//is lod0 lightmapped
var lods = lodGroup.GetLODs();
var lod0 = lods[0].renderers;
//if(lod0[0].lightmapIndex == -1) return;
//copy settings to other lods
for (var i = 1; i < lods.Length; i++)
{
for (var j = 0; j < lod0.Length; j++)
{
lods[i].renderers[j].lightmapIndex = lod0[j].lightmapIndex;
lods[i].renderers[j].lightmapScaleOffset = lod0[j].lightmapScaleOffset;
}
}
}
}
}

71
Assets/Scripts/Effects/LodLightmaps.cs


using UnityEngine;
namespace BoatAttack
{
/// <summary>
/// This make lower LOD levels use the same Lightmaps/offsets as LOD0
/// </summary>
[RequireComponent(typeof(LODGroup)), ExecuteInEditMode]
public class LodLightmaps : MonoBehaviour
{
private LODGroup _lodGrp; // the LOD group
private Renderer[] _main; // LOD0 Meshes
private Renderer[] _lod1; // LOD2 Meshes
private Renderer[] _lod2; // LOD3 Meshes
private Renderer[] _lod3; // LOD3 Meshes
private void OnEnable()
{
CopyLightmapSettings();
}
/// <summary>
/// Loops through and copies light map index and offset from LOD0 to LOD1+2
/// </summary>
void CopyLightmapSettings()
{
_lodGrp = GetComponent<LODGroup>();
var lods = _lodGrp.GetLODs();
_main = lods[0].renderers;
for (var i = 1; i < lods.Length; i++)
{
switch (i)
{
case 1:
_lod1 = lods[i].renderers;
break;
case 2:
_lod2 = lods[i].renderers;
break;
case 3:
_lod3 = lods[i].renderers;
break;
}
}
var lmIndex = new int[_main.Length];
var lmScaleOffset = new Vector4[_main.Length];
for (var i = 0; i < _main.Length; i++)
{
lmIndex[i] = _main[i].lightmapIndex;
lmScaleOffset[i] = _main[i].lightmapScaleOffset;
}
for (var i = 0; i < _main.Length; i++)
{
#pragma warning disable
_lod1[i].lightmapIndex = lmIndex[i];
_lod1[i].lightmapScaleOffset = lmScaleOffset[i];
if (!_lod2[i]) continue;
_lod2[i].lightmapIndex = lmIndex[i];
_lod2[i].lightmapScaleOffset = lmScaleOffset[i];
if (!_lod3[i]) continue;
_lod3[i].lightmapIndex = lmIndex[i];
_lod3[i].lightmapScaleOffset = lmScaleOffset[i];
#pragma warning restore
}
}
}
}

/Assets/Scripts/Effects/LODLightmaps.cs.meta → /Assets/Scripts/Editor/LodLightmapCopy.cs.meta

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