我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
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70 行
2.3 KiB

using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(LevelLightmapData))]
public class LightinScenariosInspector : Editor
{
public SerializedProperty lightingScenariosScenes;
public SerializedProperty clearCache;
public void OnEnable()
{
lightingScenariosScenes = serializedObject.FindProperty("lightingScenariosScenes");
clearCache = serializedObject.FindProperty("clearCache");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
LevelLightmapData lightmapData = (LevelLightmapData)target;
EditorGUILayout.PropertyField(clearCache, new GUIContent("Clear cache before bake"));
EditorGUILayout.PropertyField(lightingScenariosScenes, new GUIContent("Lighting Scenarios Scenes"), includeChildren:true);
serializedObject.ApplyModifiedProperties();
EditorGUILayout.Space();
var ScenariosCount = new int();
if ( lightmapData.lightingScenariosScenes != null )
{
ScenariosCount = lightmapData.lightingScenariosScenes.Count;
}
else
{
ScenariosCount = 0;
}
for (int i = 0; i < ScenariosCount; i++)
{
if ( lightmapData.lightingScenariosScenes[i] != null )
{
if (GUILayout.Button("Build " + lightmapData.lightingScenariosScenes[i]))
{
lightmapData.BuildLightingScenario(lightmapData.lightingScenariosScenes[i]);
//lightmapData.StoreLightmapInfos(i);
}
}
if (lightmapData.lightingScenariosScenes[i] != null)
{
if (GUILayout.Button("Store " + lightmapData.lightingScenariosScenes[i]))
{
lightmapData.StoreLightmapInfos(i);
}
}
}
if (GUILayout.Button("Build all"))
{
lightmapData.BuildLightingScenario(lightmapData.lightingScenariosScenes[0]);
lightmapData.StoreLightmapInfos(0);
lightmapData.BuildLightingScenario(lightmapData.lightingScenariosScenes[1]);
lightmapData.StoreLightmapInfos(1);
lightmapData.BuildLightingScenario(lightmapData.lightingScenariosScenes[2]);
lightmapData.StoreLightmapInfos(2);
}
}
}