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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using UnityEngine;
using UnityEngine.SceneManagement;
using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
using System.Collections;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.SceneManagement;
#endif
public class LevelLightmapData : MonoBehaviour
{
[System.Serializable]
public class SphericalHarmonics
{
public float[] coefficients = new float[27];
}
[System.Serializable]
public class RendererInfo
{
public Renderer renderer;
public int lightmapIndex;
public Vector4 lightmapOffsetScale;
}
[System.Serializable]
public class LightingScenarioData {
public RendererInfo[] rendererInfos;
public Texture2D[] lightmaps;
public Texture2D[] lightmapsDir;
public LightmapsMode lightmapsMode;
public SphericalHarmonics[] lightProbes;
}
[SerializeField]
List<LightingScenarioData> lightingScenariosData = null;
#if UNITY_EDITOR
[SerializeField]
public List<SceneAsset> lightingScenariosScenes;
#endif
[SerializeField]
public int lightingScenariosCount;
public bool clearCache;
private List<SphericalHarmonicsL2[]> lightProbesRuntime = new List<SphericalHarmonicsL2[]>();
//TODO : enable logs only when verbose enabled
public bool verbose = false;
private void Start()
{
PrepareLightProbeArrays();
}
private void PrepareLightProbeArrays()
{
for (int x = 0; x < lightingScenariosCount; x++)
{
lightProbesRuntime.Add(DeserializeLightProbes(x));
}
}
private SphericalHarmonicsL2[] DeserializeLightProbes(int index)
{
var sphericalHarmonicsArray = new SphericalHarmonicsL2[lightingScenariosData[index].lightProbes.Length];
for (int i = 0; i < lightingScenariosData[index].lightProbes.Length; i++)
{
var sphericalHarmonics = new SphericalHarmonicsL2();
// j is coefficient
for (int j = 0; j < 3; j++)
{
//k is channel ( r g b )
for (int k = 0; k < 9; k++)
{
sphericalHarmonics[j, k] = lightingScenariosData[index].lightProbes[i].coefficients[j * 9 + k];
}
}
sphericalHarmonicsArray[i] = sphericalHarmonics;
}
return sphericalHarmonicsArray;
}
public void LoadLightingScenario(int index)
{
if (lightingScenariosData[index].lightmaps == null
|| lightingScenariosData[index].lightmaps.Length == 0)
{
Debug.LogWarning("No lightmaps stored in scenario "+index);
return;
}
//DEMO: same lightmaps mode for all scenarios
//LightmapSettings.lightmapsMode = lightingScenariosData[index].lightmapsMode;
var newLightmaps = new LightmapData[lightingScenariosData[index].lightmaps.Length];
for (int i = 0; i < newLightmaps.Length; i++)
{
newLightmaps[i] = new LightmapData();
newLightmaps[i].lightmapColor = lightingScenariosData[index].lightmaps[i];
//Demo : always directional
newLightmaps[i].lightmapDir = lightingScenariosData[index].lightmapsDir[i];
//DEMO:Always directional for demo
/*
if (lightingScenariosData[index].lightmapsMode != LightmapsMode.NonDirectional)
{
newLightmaps[i].lightmapDir = lightingScenariosData[index].lightmapsDir[i];
}
*/
}
LoadLightProbes(index);
ApplyRendererInfo(lightingScenariosData[index].rendererInfos);
LightmapSettings.lightmaps = newLightmaps;
}
public void ApplyRendererInfo (RendererInfo[] infos)
{
for (int i = 0; i < infos.Length; i++)
{
try
{
var info = infos[i];
info.renderer.lightmapIndex = infos[i].lightmapIndex;
if (!info.renderer.isPartOfStaticBatch)
{
info.renderer.lightmapScaleOffset = infos[i].lightmapOffsetScale;
}
if (info.renderer.isPartOfStaticBatch && verbose == true)
{
Debug.Log("Object " + info.renderer.gameObject.name + " is part of static batch, skipping lightmap offset and scale.");
}
}
catch
{
if (infos[i].renderer != null)
Debug.LogWarning("Error in ApplyRendererInfo on " + infos[i].renderer.gameObject.name);
else if (verbose == true)
Debug.LogWarning("Null reference in ApplyRendererInfo");
}
}
}
public void LoadLightProbes(int index)
{
if (Application.isEditor && !Application.isPlaying)
{
PrepareLightProbeArrays();
}
try
{
LightmapSettings.lightProbes.bakedProbes = lightProbesRuntime[index];
}
catch { Debug.LogWarning("Warning, error when trying to load lightprobes for scenario " + index); }
}
#if UNITY_EDITOR
public void StoreLightmapInfos(int index)
{
Debug.Log("Storing data for lighting scenario " + index);
if (UnityEditor.Lightmapping.giWorkflowMode != UnityEditor.Lightmapping.GIWorkflowMode.OnDemand)
{
Debug.LogError("ExtractLightmapData requires that you have baked you lightmaps and Auto mode is disabled.");
return;
}
var newLightingScenarioData = new LightingScenarioData ();
var newRendererInfos = new List<RendererInfo>();
var newLightmapsTextures = new List<Texture2D>();
var newLightmapsTexturesDir = new List<Texture2D>();
var newLightmapsMode = new LightmapsMode();
var newSphericalHarmonicsList = new List<SphericalHarmonics>();
newLightmapsMode = LightmapSettings.lightmapsMode;
GenerateLightmapInfo(gameObject, newRendererInfos, newLightmapsTextures, newLightmapsTexturesDir, newLightmapsMode);
newLightingScenarioData.lightmapsMode = newLightmapsMode;
newLightingScenarioData.lightmaps = newLightmapsTextures.ToArray();
if (newLightmapsMode != LightmapsMode.NonDirectional)
{
newLightingScenarioData.lightmapsDir = newLightmapsTexturesDir.ToArray();
}
newLightingScenarioData.rendererInfos = newRendererInfos.ToArray();
var scene_LightProbes = new SphericalHarmonicsL2[LightmapSettings.lightProbes.bakedProbes.Length];
scene_LightProbes = LightmapSettings.lightProbes.bakedProbes;
for (int i = 0; i < scene_LightProbes.Length; i++)
{
var SHCoeff = new SphericalHarmonics();
// j is coefficient
for (int j = 0; j < 3; j++)
{
//k is channel ( r g b )
for (int k = 0; k < 9; k++)
{
SHCoeff.coefficients[j*9+k] = scene_LightProbes[i][j, k];
}
}
newSphericalHarmonicsList.Add(SHCoeff);
}
newLightingScenarioData.lightProbes = newSphericalHarmonicsList.ToArray ();
Debug.Log("Stored " + newLightingScenarioData.lightProbes.Length + " lightprobes" );
if (lightingScenariosData.Count < index+1)
{
lightingScenariosData.Insert(index, newLightingScenarioData);
}
else
{
lightingScenariosData[index] = newLightingScenarioData;
}
lightingScenariosCount = lightingScenariosData.Count;
}
static void GenerateLightmapInfo (GameObject root, List<RendererInfo> newRendererInfos, List<Texture2D> newLightmapsLight, List<Texture2D> newLightmapsDir, LightmapsMode newLightmapsMode )
{
var renderers = FindObjectsOfType(typeof(MeshRenderer));
Debug.Log("stored info for "+renderers.Length+" meshrenderers");
foreach (MeshRenderer renderer in renderers)
{
if (renderer.lightmapIndex != -1)
{
RendererInfo info = new RendererInfo();
info.renderer = renderer;
info.lightmapOffsetScale = renderer.lightmapScaleOffset;
Texture2D lightmaplight = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapColor;
info.lightmapIndex = newLightmapsLight.IndexOf(lightmaplight);
if (info.lightmapIndex == -1)
{
info.lightmapIndex = newLightmapsLight.Count;
newLightmapsLight.Add(lightmaplight);
}
if (newLightmapsMode != LightmapsMode.NonDirectional)
{
Texture2D lightmapdir = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapDir;
info.lightmapIndex = newLightmapsDir.IndexOf(lightmapdir);
if (info.lightmapIndex == -1)
{
info.lightmapIndex = newLightmapsDir.Count;
newLightmapsDir.Add(lightmapdir);
}
}
newRendererInfos.Add(info);
}
}
}
public void BuildLightingScenario(SceneAsset scenneAsset)
{
//Remove reference to LightingDataAsset so that Unity doesn't delete the previous bake
Lightmapping.lightingDataAsset = null;
Debug.Log("Baking" + scenneAsset.name);
EditorSceneManager.OpenScene("Assets/Demo/" + scenneAsset.name + ".unity", OpenSceneMode.Additive);
EditorSceneManager.SetActiveScene(EditorSceneManager.GetSceneByPath("Assets/Demo/" + scenneAsset.name + ".unity"));
StartCoroutine(BuildLightingAsync(scenneAsset.name));
}
private IEnumerator BuildLightingAsync(string ScenarioName)
{
if ( clearCache ) Lightmapping.ClearDiskCache();
var newLightmapMode = new LightmapsMode();
newLightmapMode = LightmapSettings.lightmapsMode;
Lightmapping.BakeAsync();
while (Lightmapping.isRunning) { yield return null; }
Lightmapping.lightingDataAsset = null;
EditorSceneManager.SaveScene(EditorSceneManager.GetSceneByPath("Assets/Demo/" + ScenarioName + ".unity"));
EditorSceneManager.CloseScene(EditorSceneManager.GetSceneByPath("Assets/Demo/" + ScenarioName + ".unity"), true);
LightmapSettings.lightmapsMode = newLightmapMode;
}
#endif
}