using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BoatAttack
{
///
/// This make lower LOD levels use the same Lightmaps/offsets as LOD0
///
[RequireComponent(typeof(LODGroup))]
[ExecuteInEditMode]
public class LODLightmaps : MonoBehaviour
{
LODGroup _lodGrp; // the LOD group
Renderer[] _main; // LOD0 Meshes
Renderer[] _LOD1; // LOD2 Meshes
Renderer[] _LOD2; // LOD3 Meshes
Renderer[] _LOD3; // LOD3 Meshes
void OnEnable()
{
CopyLightmapSettings();
}
///
/// Loops through and copys lightmap index and offset from LOD0 to LOD1+2
///
void CopyLightmapSettings()
{
_lodGrp = GetComponent();
LOD[] 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;
}
}
int[] lmIndex = new int[_main.Length];
Vector4[] 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++)
{
_LOD1[i].lightmapIndex = lmIndex[i];
_LOD1[i].lightmapScaleOffset = lmScaleOffset[i];
_LOD2[i].lightmapIndex = lmIndex[i];
_LOD2[i].lightmapScaleOffset = lmScaleOffset[i];
if (_LOD3[i])
{
_LOD3[i].lightmapIndex = lmIndex[i];
_LOD3[i].lightmapScaleOffset = lmScaleOffset[i];
}
}
}
}
}